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gitea-docker/desktop/src-common/advent/screens/rooms/inside_castle.clj
Bryce Covert 2a0d6bcb28 more updates.
2016-08-15 07:56:39 -07:00

717 lines
58 KiB
Clojure

(ns advent.screens.rooms.inside-castle
(:require [advent.screens.rooms :as rooms]
[advent.actions :as actions]
[advent.saves :as saves]
[advent.screens.rooms.common :as common]
[advent.screens.rooms.outside-castle :as outside-castle]
[advent.screens.items :as items]
[advent.utils :as utils]
[advent.steam :as steam]
[advent.tween :as tween]
[clojure.zip :as zip]
[clojure.set :as set]
[clojure.string :as str]
[play-clj.core :refer :all]
[play-clj.ui :refer :all]
[play-clj.utils :refer :all]
[play-clj.g2d :refer :all]))
(defn brian [screen entities]
(when (and (not (get-in entities [:fg-actions :script-running?]))
(not (get-in entities [:bg-actions :script-running?]))
(get-in entities [:state :active?])
(get-in entities [:room :entities :game-player]))
((actions/get-bg-script entities
((rand-nth [#(actions/do-dialogue entities :game-player "2 to the power of pi."
:game-player "No, that's not right.")
#(actions/do-dialogue entities :game-player "Eureka!"
:game-player "It's been staring at me in the face!"
:game-player "It's E=mc2!")
#(actions/do-dialogue entities :game-player "Now, according to Croutonian physics..."
:game-player "There are three states of matter."
:game-player "Solid, liquid, and ..."
:game-player "What was that last one?"
:game-player "Oh yeah, jelly."
:game-player "Brian, you're a genius!")
#(actions/do-dialogue entities :game-player "Considering the inverse square law..."
:game-player "I estimate our planet's escape velocity to be..."
:game-player "No, that can't be right.")])))
entities))
nil)
(defn get-chorus-volume [entities]
(let [ego (get-in entities [:room :entities :ego])]
(cond (> (:y ego) 112)
0.0
(get-in entities [:room :entities :blackout])
0.0
(actions/has-obtained? entities :sword)
0.0
:else
(* 0.2
(max 0.0 (- 1.0 (/ (utils/dist 45 97 (:x ego) (:y ego)) 50.0)))
(get-in entities [:volume :value])))))
(defn bloodclot-appear [entities]
(actions/run-action entities
(begin [this screen entities]
(particle-effect! (get-in entities [:room :entities :appear]) :reset)
(particle-effect! (get-in entities [:room :entities :appear]) :start)
(utils/play-sound! screen entities :disappear (constantly 0.7))
(-> entities
(assoc-in [:tweens :bloodclot-head-appear]
(tween/tween :bloodclot-head-appear screen [:room :entities :bloodclot-head :opacity] 0.0 1.0 1.0 :ease tween/ease-in-quadratic))
(assoc-in [:tweens :bloodclot-appear]
(tween/tween :bloodclot-appear screen [:room :entities :bloodclot :opacity] 0.0 1.0 1.0 :ease tween/ease-in-quadratic))))
(continue [this screen entities]
entities)
(done? [this screen entities]
(= 1.0 (get-in entities [:room :entities :bloodclot :opacity])))
(terminate [this screen entities]
entities)
(skip-type [this screen entities]
:none)))
(defn nice-trophy-dialogue [entities]
{:run #(actions/respond entities %
:game-player "Thanks. I'm the reigning champ in the annual Town of Remington Junior Smarty Pants Derby."
:game-player "I earned it with my wisdom and sharp intellect."
:game-player "Oh, I'm guessing you want it? "
:game-player "Maybe to prove your wisdom and pull the Sword of Blergh?"
:game-player "Perhaps to become a knight and impress a young lady?")
:choices ["Yes."
{:run #(actions/respond entities %
:game-player "My trophy is hard-won."
:game-player "You won't pry it from my fingers easily."
:game-player "But I am preparing for next year's Junior Smarty Pants Derby..."
:game-player "... and I could use some help."
:game-player "If you can help me, it will secure my success next year."
:game-player "And I'll give you my trophy in exchange."
:game-player "Deal?")
:choices ["What is the Junior Smarty Pants Derby?"
{:run #(actions/respond entities %
:game-player "The annual Town of Remington Junior Smarty Pants Derby is a contest of wits."
:game-player "It's sort of like a game of riddles, mixed with a scavenger hunt."
:game-player "You must find the answer to the riddle to win."
:game-player "There are a few riddles that even I, the wise Brian O'Brainy, can't solve."
:game-player "That's where you come in.")
:choices actions/previous-choices}
"Deal."
{:run #(do (actions/update-state entities (fn [state] (assoc state :current-riddle :wool)))
(actions/respond entities %
:game-player "Very well. "
:game-player "I'm studying for next year's derby..."
:game-player "... and there are a few puzzles that have ME stumped."
:game-player "If you can bring me the answers to three riddles, I'll give you my trophy."
:game-player "Here's the first riddle:"
:game-player "\"White as snow, but not as cold,\nKeeps you warm, or so I'm told.\""
:ego "Okay. So I'll be back soon."))}
"No thanks."
{:run #(actions/respond entities % :game-player "Fine by me.")}]}
"No."
{:run #(actions/respond entities % :game-player "Fine by me.")}]})
(defn walk-to-player [entities]
(actions/walk-to entities :ego [209 74] :face :right)
(actions/do-force-end entities :bg-actions))
(defn brian-pause-from-work [entities]
(actions/play-animation entities :game-player :pause-from-work :stop? false)
(actions/do-stop entities :game-player :face :right))
(defn brian-get-to-work [entities]
(actions/play-animation entities :game-player :get-to-work :stop? false)
(actions/do-stop entities :game-player :face :left))
(defn do-game-player-dialogue [entities]
(walk-to-player entities)
(actions/do-dialogue entities :ego "You there!")
(actions/talk entities :game-player "What is it? I'm busy!" :anim :talk-down)
(Thread/sleep 200)
(brian-pause-from-work entities)
(actions/talk entities :game-player "Oh, it's you, Tick.")
(actions/present-choices entities
{:choices ["Whatcha doing?"
{:run #(actions/respond entities %
:game-player "I'm writing articles in the fields of mathematics, biology..."
:game-player "... astronomy, physics, archeology ..."
:game-player "... paleontology, engineering, history ..."
:game-player "... anthropology, chemistry, quantum mechanics ..."
:game-player "... literature, physiology, and ...")
:choices ["... and girls?"
{:run #(actions/respond entities %
:game-player "No, of course not."
:game-player "I'm a boy of the books."
:game-player "I have no time for dating or love.")
:choices actions/previous-choices}
"... and knightology?"
{:run #(actions/respond entities %
:game-player "The study of knights?"
:game-player "That area of research hasn't been founded yet."
:ego "Well, I can be your first subject!"
:game-player "I'm far too busy."
:game-player "Plus, you're not even a knight!")
:choices actions/previous-choices}
"... and magic?"
{:run #(actions/respond entities %
:game-player "Magic?"
:game-player "Ha!"
:game-player "My research will put magic into its rightful place:"
:game-player "My history books.")
:choices actions/previous-choices}
"... and what?"
{:run #(actions/respond entities % :game-player "Calligraphy."
:game-player "With all this writing, I get plenty of practice!")
:choices actions/something-else}
]}
"What are you reading all of these books for?"
{:run #(do (actions/respond entities %
:game-player "I'm not reading them."
:game-player "I'm writing them!"
)
(brian-get-to-work entities)
(actions/talk entities :game-player "I've written three books so far today!"))
:choices ["Can I borrow one?"
{:run #(actions/respond entities % :game-player "No!")
:choices actions/previous-choices}
"Tell me about one of your books."
{:run (fn [m]
((rand-nth
[#(actions/respond entities m :game-player "Have you read my seminal work on vampire dentistry?"
:game-player "Forget nail biting!"
:game-player "It's neck biting!")
#(actions/respond entities m :game-player "How about 'The Universe and Ewe'?"
:game-player "It's a children's book about theoretical physics and sheep.")
#(actions/respond entities m :game-player "How about 'Proton: A Life'?"
:game-player "It's a self-help book."
:game-player "It shows you how to be positive when surrounded by a cloud of negativity!")
#(actions/respond entities m :game-player "Have you read my book, 'Dissection for Dummies'?"
:game-player "It gets right to the heart of the matter.")
#(actions/respond entities m :game-player "Have you read 'The Elements: From H to Z'?"
:game-player "It was periodically written on this very table!")])))
:choices actions/previous-choices}
"Let's talk about something else."
{:run #(do (actions/respond entities %)
(brian-pause-from-work entities)
(actions/talk entities :game-player "Sure."))
:choices actions/something-else}]}
"Do you know anything about the sword in the stone up there?"
{:run #(actions/respond entities %
:game-player "It's the Sword of Blergh. "
:game-player "There's a prophecy that says that whoever pulls it will be a great knight!"
:game-player "\"The Sword of Blergh, with magic sting,\nshall yield to no earthly king."
:game-player "Worthy in wisdom, courage, and might,\nonly then with sword he'll fight.\""
:game-player "I've often dreamed of pulling the sword myself.")
:choices ["Why don't you?"
{:run #(do (actions/respond entities %
:game-player "I, of course, am the wisest in all of Remington."
:game-player "But I'm not much of a hero."
:game-player "The knights of Remington have muscles the size of tree trunks."
:game-player "But I...")
(actions/play-animation entities :game-player :flex)
(actions/do-dialogue entities :game-player "... I'd never be able to prove my strength."))
:choices actions/previous-choices}
"Something else."
{:choices actions/something-else}]}
(when (= nil (get-in @entities [:state :current-riddle]))
"Nice trophy.")
(nice-trophy-dialogue entities)
(when (= :wool (get-in @entities [:state :current-riddle]))
"What was that riddle again?")
{:run #(actions/respond entities %
:game-player "\"White as snow, but not as cold,\nKeeps you warm, or so I'm told.\"")
:choices actions/previous-choices}
(when (= :balloon (get-in @entities [:state :current-riddle]))
"What was that riddle again?")
{:run #(actions/respond entities %
:game-player "\"Filled with air, light as a feather,\nWant to keep it? Best have a tether.\"")
:choices actions/previous-choices}
(when (= :frog-legs (get-in @entities [:state :current-riddle]))
"What was that riddle again?")
{:run #(actions/respond entities %
:game-player "\"Hippity-hop, I'd jump so high,\nWithout these springs, can't harm a fly.\"")
:choices actions/previous-choices}
"Nevermind."
{:run #(actions/respond entities % :game-player "See you around.")}]})
(brian-get-to-work entities)
)
(defn walk-to-blergh [entities]
(actions/walk-to entities :ego [85 145] :face :right)
(actions/transition-background entities :space [0 65] :transition-music? false)
(actions/walk-straight-to entities :ego [160 45] :face :right)
(bloodclot-appear entities)
(actions/transition-music entities nil :duration 0.15))
(defn pull-sword [entities]
(actions/do-force-end entities :bg-actions)
(actions/play-animation entities :ego :reach-start :stop? false)
(actions/pause-camera entities)
(actions/transition-music entities :pull-sword
:between (fn [e]
(as-> e e
(assoc-in e [:room :entities :blackout]
(get-in e [:room :blackout]))
(assoc-in e [:room :entities :pull-sword]
(get-in e [:room :pull-sword])))))
(actions/play-animation entities :pull-sword :pull-sword)
(actions/play-animation entities :ego :reach-stop)
(actions/give entities :sword)
(actions/remove-entity entities :sword)
(actions/remove-entity entities :pull-sword)
(actions/remove-entity entities :blackout)
(particle-effect! (get-in @entities [:room :entities :magic]) :allow-completion)
(actions/resume-camera entities)
(actions/transition-music entities nil)
(actions/camera-shake entities 12)
(Thread/sleep 500)
(actions/do-dialogue entities :ego "That was weird."
:ego "I have to go show my friends!")
(walk-to-blergh entities)
(actions/talk entities :ego "Who are you?!" :anim :scared-talk)
(actions/begin-animation entities :ego :scared)
(actions/do-dialogue entities
:bloodclot-head "I am Bloodclot, the goblin!"
:bloodclot-head "I've spent the last 100 years training for this day."
:bloodclot-head "The day when I must best the worthiest of knights in battle."
:bloodclot-head "But I had never expected my foe to be so..."
:bloodclot-head "... appetizing."
:bloodclot-head "You're no hero. You're just a morsel."
:bloodclot-head "Come here, and I promise I will spare you much pain.")
(actions/talk entities :ego "Wait a second. I'm just a kid." :anim :scared-talk)
(actions/walk-straight-to entities :ego [115 45] :override-dir :right :anim :scared-walk :speed 0.5 :stop? false)
(actions/talk entities :ego "I'm just trying to impress Georgia McGorgeous." :anim :scared-talk :stop? false)
(actions/walk-straight-to entities :ego [75 45] :override-dir :right :anim :scared-walk :speed 0.5 :stop? false)
(actions/talk entities :ego "I just... accidentally pulled the sword!":anim :scared-talk :stop? false)
(actions/walk-straight-to entities :ego [35 45] :override-dir :right :anim :scared-walk :speed 0.5 :stop? false)
(actions/talk entities :ego "I wouldn't taste very good anyhow!" :anim :scared-talk :stop? false)
(actions/begin-animation entities :ego :scared)
(actions/do-dialogue entities
:bloodclot-head "\"A final test remains, behold!\""
:bloodclot-head "Ring any bells?"
:bloodclot-head "The final test of my appetite."
:bloodclot-head "Face it, kiddo, you're no match for me."
:bloodclot-head "And Georgia McGorgeous would never go for such a cowardly knight anyhow."
:bloodclot-head "Let the feast begin.")
(actions/update-entity entities :ego (fn [e]
(assoc e :stand-override :scared
:talk-override :scared-talk))))
(defn try-to-pull-sword [entities missing-items obtained-items]
(let [item->proof {:trophy "wisdom" :medal "strength" :kiss "courage"}]
(actions/play-animation entities :ego :reach)
(actions/do-dialogue entities
:ego "I can't pull it out!"
:ego "It looks like there's an inscription here.")
(actions/play-animation entities :ego :start-squat-2 :stop? false)
(actions/squat-talk entities
"\"In the day when I shall be pulled,\nWith much strength a knight will take hold."
"Courage will he need,\nWisdom he shall heed."
"A final test remains, behold!\"")
(actions/play-animation entities :ego :end-squat)
(if (= 3 (count missing-items))
(do
(actions/walk-to entities :ego [115 54])
(actions/do-dialogue entities
:ego "I think it means I have to prove myself worthy in wisdom, courage, and might!"
:ego "Then I can become a knight and impress Georgia McGorgeous!")
(actions/georgia-say entities "Tick! My handsome hero!")
(actions/talk entities :ego "... I wonder what the \"final test\" bit is about."))
(actions/do-dialogue entities :ego (str "I've proven myself in "
(str/join " and " (map item->proof obtained-items))
", but still have to prove myself in "
(str/join " and " (map item->proof missing-items))
".")))))
(defn add-monocle-if-necessary [entities]
(if (and (not (actions/has-obtained? entities :monocle))
(get-in entities [:state :talked-to-owl?]))
(update-in entities [:room :entities] #(assoc % :monocle (get-in entities [:room :monocle])))
entities))
(defn make-night [entities]
(-> entities
(update-in [:room :entities] #(dissoc % :game-player :books))
add-monocle-if-necessary))
(defn offer-solution [entities riddle]
(condp = (get-in @entities [:state :current-riddle])
riddle true
:done (do (actions/do-dialogue entities :game-player "I've gotten all the help I need with riddles today.")
nil)
nil (do (actions/do-dialogue entities :game-player "Why are you offering me this?")
nil)
(do (actions/do-dialogue entities :ego "What about this?" :game-player "No, that's not the solution. Keep looking.")
nil)))
(defn make [screen]
(let [sign (utils/make-anim-seq "inside-castle/sign" [44 20] 0.3 (flatten [(repeat 20 0) 1 0 2 0 1 0 2 0 1 0 2 0 1]))
game-player-talk-sheet (texture! (utils/get-texture "inside-castle/game-player-talk.png") :split 40 44)
game-player-talk-up (animation 0.15 (for [i [0 2 0 2 0 2 0 3 0 2 0 1 0 0 0 0 2 0 2 0 3 0 1 0 1 0 0 1 0 2 0 3 0]]
(aget game-player-talk-sheet 0 i)))
game-player-stand-up (animation 0.15 (for [i [0 0 0 0 0 0 0 0 0 0 0 1]]
(aget game-player-talk-sheet 0 i)))
game-player-stand-down (utils/make-anim "inside-castle/brian-working.png" [40 44] 0.1 (flatten (repeat 4 [0 1 1 2 0 2 2 1 0 2 2 2 2 2 1 1 ])))
game-player-talk-down (utils/make-anim "inside-castle/brian-working.png" [40 44] 0.2 [2 3 2 2 3 2 3 2])
game-player-pause-from-work (utils/make-anim "inside-castle/brian-working.png" [40 44] 0.15 [2 3 4 5 6 7])
game-player-get-to-work (utils/make-anim "inside-castle/brian-working.png" [40 44] 0.15 (reverse [2 3 4 5 6 7]))
game-player-flex (animation 0.075 (for [i [0 0 4 4 5 5 5 5 5 5 5 6 7 8 7 9 7 8 7 9 7 8 7 9 7 8 7 9 7 8 7 9 7 8 7 9 7 8 7 9 7 8 7 9 7 8 7 9 7 8 7 9 7 8 7 6 5 5 5 5 5 5 5 5 5 5 4 4 0 0 0 0]]
(aget game-player-talk-sheet 0 i)))
trophy (utils/make-anim "inside-castle/trophy.png" [16 16] 0.1 (flatten [(repeat 50 0) 1 2 3 3 3 3 2 1]))
pull-sword-anim (utils/make-anim "inside-castle/pull-sword.png" [95 190] 0.10 (flatten [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 2 2 2 2 2 2 3 2 3 2 3 3 2 3 2 2 3 3 2 3 2 3 2 3 2 3 2 3 2 2 3 3 3 2 3 2 3 3 2 3 2 3 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 ]))
monocle (utils/make-anim "inside-castle/monocle.png" [19 19] 0.05 (flatten [(repeat 70 0) 1 2 3 3 3 2 1]))
door (utils/make-anim "inside-castle/door.png" [21 49] 0.15 (flatten [(range 4) 3 3 3 3 3 3 3]))
]
(rooms/make :music {:day :town-1 :night :night :sunrise :night}
:name "Inside castle"
:timers {:brian [10.0 7.0 brian]}
:interactions
{:right-door {:box [286 140 306 160]
:cursor :right
:only-script (actions/get-script entities
(actions/walk-to entities :ego [284 145] :skip-type :end)
(actions/walk-straight-to entities :ego [295 145])
(if (outside-castle/should-block? entities)
(do
(actions/transition-background entities :castle-gate [100 83])
(actions/walk-straight-to entities :ego [157 83] :skip-type :end))
(do
(actions/transition-background entities :outside-castle [61 182])
(actions/walk-straight-to entities :ego [82 180])
(actions/walk-to entities :ego [129 148] :skip-type :end))))}
:up-door {:box [50 150 70 170]
:only-script (actions/get-script entities
(actions/walk-to entities :ego [65 155] :skip-type :end)
(if (= :night (get-in @entities [:state :time]))
(actions/talk entities :ego "It's locked.")
(do (actions/transition-background entities :inside-cafeteria [319 55])
(actions/walk-to entities :ego [300 55]))))
:cursor :up}
:antique-door {:box [154 90 189 150]
:cursor :up
:only-script (actions/get-script entities
(actions/walk-to entities :ego [182 90] :face :left :skip-type :end)
(actions/play-animation entities :ego :reach)
(if (= :night (get-in @entities [:state :time]))
(actions/talk entities :ego "It's locked.")
(do
(actions/play-animation entities :door :open)
(actions/transition-background entities :inside-antique [325 -30])
(actions/walk-straight-to entities :ego [235 15] :face :left)
(if (get-in @entities [:state :allowed-to-keep-teddy?])
(actions/do-dialogue entities :shopkeep "Hello there, sonny."
:shopkeep "Have you seen Herb lately?"
:ego "Erm... No, not recently."
:shopkeep "Oh. Send him my love if you do see him.")
(actions/do-dialogue entities :shopkeep "... Son?"
:shopkeep "Oh, you're not him."
:shopkeep "Welcome to Ye Olde Antique Shop.")))))}
:sword {:box [15 93 49 125]
:label "Pedestal"
:cursor :hand
:script (actions/get-script entities
(if (actions/has-item? entities :sword)
(actions/talk entities :ego "I already have the Sword of Blergh!")
(do (actions/talk entities :ego "That's the coolest sword I've ever seen!!")
(actions/walk-to entities :ego [45 97] :face :left)
(actions/talk entities :ego "If I pull it out, I can become a great knight!")
(let [missing-items (set/difference #{:trophy :medal :kiss} (get-in @entities [:state :obtained-items]))
obtained-items (set/intersection #{:trophy :medal :kiss} (get-in @entities [:state :obtained-items]))]
(if (= #{} missing-items)
(pull-sword entities)
(try-to-pull-sword entities missing-items obtained-items))))))}
:sign {:box [125 140 165 155]
:label "Sign"
:cursor :look
:script (actions/get-script entities
(actions/talk entities :ego "Ye Ol' Antique Shoppe."))}
:background-houses {:box [84 145 126 180]
:only-script (actions/get-script entities
(actions/walk-to entities :ego [81 148] :face :right :stop? false :skip-type :end)
(actions/walk-straight-to entities :ego [92 150] :face :right)
(actions/transition-background entities :outside-jail [159 -20])
(actions/walk-straight-to entities :ego [159 20]))
:cursor :right}
:mid-house {:box [217 125 250 180]
:cursor :look
:label "Billy's house"
:script (actions/get-script entities
(actions/do-dialogue entities
:ego "That's Billy Billigan's house."
:ego "He's probably still angry from when I put his dog in the dryer."))}
:frankie-house {:box [251 140 266 160]
:cursor :look
:label "Frankie's house"
:script (actions/get-script entities
(actions/do-dialogue entities
:ego "That's Frankie Rockfist's house."
:ego "The last time I saw him, he socked me one, right in the kisser."))}
:georgia-house {:box [271 150 286 170]
:cursor :look
:label "Georgia's house"
:script (actions/get-script entities
(actions/do-dialogue entities
:ego "That's Georgia McGorgeous' house."
:ego "One day, when I'm a knight, she'll say...")
(actions/georgia-say entities "Kiss me, brave Sir Tick!")
#_(actions/in-love entities))}}
:layers {:day [(assoc (utils/get-texture "inside-castle/background.png") :x 0 :y 0 :baseline 0)
(assoc (utils/get-texture "inside-castle/way-back-tree.png") :x 0 :y 0 :baseline 97)
(assoc (utils/get-texture "inside-castle/roof.png") :x (- 320 57) :y 0 :baseline 240 :parallax 1.5)
(assoc (utils/get-texture "inside-castle/bookstack.png") :x 244 :y 67 :baseline 190 :origin-x 0 :origin-y 0)]
:night [(assoc (utils/get-texture "inside-castle/background.png") :x 0 :y 0 :baseline 0)
(assoc (utils/get-texture "inside-castle/way-back-tree.png") :x 0 :y 0 :baseline 97)
(assoc (utils/get-texture "inside-castle/roof.png") :x (- 320 57) :y 0 :baseline 240 :parallax 1.5)]
:sunrise [(assoc (utils/get-texture "inside-castle/background.png") :x 0 :y 0 :baseline 0)
(assoc (utils/get-texture "inside-castle/way-back-tree.png") :x 0 :y 0 :baseline 97)
(assoc (utils/get-texture "inside-castle/roof.png") :x (- 320 57) :y 0 :baseline 240 :parallax 1.5)]}
:blackout (assoc (utils/get-texture "black.png")
:x -10 :y -10
:width 340
:height 260 :opacity 0.8
:baseline 239)
:pull-sword (assoc (animation->texture screen pull-sword-anim)
:x 10
:y 20
:baseline 240
:pull-sword pull-sword-anim)
:hotspots [{:box [0 74 77 109]
:fn (fn [screen entities]
(let [magic (get-in entities [:room :entities :magic])]
(cond (actions/has-obtained? entities :sword)
entities
(nil? magic)
(do
(assoc-in entities [:room :entities :magic] (assoc (doto (particle-effect "particles/magic-sword")
(particle-effect! :reset))
:x 25
:y 108
:baseline 238)))
(particle-effect! magic :is-complete)
(do
(doto magic
(particle-effect! :start))
entities)
:else
entities)))}
{:box [78 66 90 86]
:fn (fn [screen entities]
(if-let [magic (get-in entities [:room :entities :magic])]
(do
(particle-effect! magic :allow-completion)
entities)
entities))}]
:entities {:bird-1 (utils/make-bird screen (as-> [[185 235]
[220 225] [210 230] [250 235]] p
(concat p (reverse p))))
:sign (assoc (animation->texture screen sign )
:anim sign
:anim-start 0
:x 125 :y 138 :baseline 239)
:bird-2 (utils/make-bird screen (as-> [[220 225] [195 235] [210 230] [250 225]] p
(concat p (reverse p))))
:outside-particles (common/make-outside-particles)
:door (assoc (animation->texture screen door)
:x 160 :y 97 :baseline 99
:open door
:door-sound (utils/load-sound "door.ogg")
:anim-sound-frames {door {1 [:door-sound 0.1]}}
)
:sword (assoc (utils/get-texture "inside-castle/sword.png")
:x 22
:y 110
:baseline 95)
:walkie-talkie (assoc (utils/get-texture "inside-castle/walkie-talkie.png")
:label "Walkie-talkie"
:cursor :talk
:x 257
:y 135
:baseline 0
:night-profile :sprite
:script (actions/get-script entities
(actions/talk entities :ego "Let's see if this thing works.")
(actions/walk-to entities :ego [272 136] :face :left)
(actions/play-animation entities :ego :start-squat-2 :stop? false)
(common/listen-to-frankie entities)
(actions/play-animation entities :ego :end-squat)))
:trophy (assoc (animation->texture screen trophy)
:x 230 :y 69 :baseline 191
:label "Trophy"
:cursor :hand
:anim trophy
:anim-start 0
:script (actions/get-script entities
(walk-to-player entities)
(if (= nil (get-in @entities [:state :current-riddle]))
(do
(brian-pause-from-work entities)
(let [{:keys [run choices]} (nice-trophy-dialogue entities)]
(run "Nice trophy.")
(actions/present-choices entities {:choices choices}))
(brian-get-to-work entities))
(actions/do-dialogue entities :ego "Can't you give me your trophy of wisdom?"
:game-player "If you want my trophy, you'll have to help me with my riddles."))))
:books (assoc (utils/get-texture "inside-castle/books.png")
:label "Books"
:cursor :hand
:x 230 :y 30 :baseline 191
:script (actions/get-script entities
(walk-to-player entities)
(actions/talk entities :game-player "Don't touch my books!")))
:game-player (assoc (utils/get-texture "inside-castle/gameplayer.png") :x 266 :y 49 :baseline 191
:label "Brian O'Brainy"
:cursor :talk
:talk-color (color 1.0 0.3 0.4 1.0)
:script (actions/get-script entities (do-game-player-dialogue entities))
:writing-sound (utils/load-sound "inside-castle/writing.ogg")
:facing :left
:scripts #(condp = %
:wool (actions/get-script entities
(walk-to-player entities)
(when (offer-solution entities :wool)
(do (actions/play-animation entities :ego :idea)
(brian-pause-from-work entities)
(actions/update-state entities (fn [s] (assoc s :current-riddle :balloon)))
(actions/remove-item entities :wool)
(actions/do-dialogue entities
:ego "Wool is white as snow, but it keeps you warm."
:game-player "Good job, Tick! Now for your second riddle:"
:game-player "\"Filled with air, light as a feather,\nWant to keep it? Best have a tether.\""
:ego "Okay. Be back soon.")
(brian-get-to-work entities))))
:balloon (actions/get-script entities
(walk-to-player entities)
(when (offer-solution entities :balloon)
(do (actions/play-animation entities :ego :idea)
(brian-pause-from-work entities)
(actions/update-state entities (fn [s] (assoc s :current-riddle :frog-legs)))
(actions/remove-item entities :balloon)
(actions/do-dialogue entities
:ego "A balloon is light as a feather."
:game-player "That's right, Tick! Now for your third riddle:"
:game-player "\"Hippity-hop, I'd jump so high,\nWithout these springs, can't harm a fly.\""
:ego "Okay. Be back soon.")
(brian-get-to-work entities))))
:frog-legs (actions/get-script entities
(walk-to-player entities)
(when (offer-solution entities :frog-legs)
(if (= :frog-legs (get-in @entities [:state :current-riddle]))
(do (actions/play-animation entities :ego :idea)
(brian-pause-from-work entities)
(actions/update-state entities (fn [s] (assoc s :current-riddle :done)))
(actions/remove-item entities :frog-legs)
(actions/do-dialogue entities
:ego "What about these frog legs? They jump pretty far."
:game-player "Wow! That's right!"
:game-player "You, Tick, have proven yourself worthy of my trophy."
:game-player "Even I, Brian O'Brainy, am impressed with your wisdom."
:game-player "Take it, and go in wisdom.")
(actions/give entities :trophy)
(actions/remove-entity entities :trophy)
(actions/glad entities)
(actions/talk entities :ego "Thanks!")
(steam/set-achievement "WISE_UP")
)
))
(brian-get-to-work entities))
:trophy (actions/get-script entities
(walk-to-player entities)
(actions/talk entities :game-player "You can keep the trophy. You've earned it."))
(actions/get-script entities
(walk-to-player entities)
(condp = (get-in @entities [:state :current-riddle])
:done (actions/do-dialogue entities :game-player "I've gotten all the help I need with riddles today.")
nil (actions/do-dialogue entities :game-player "Why are you offering me this?")
(actions/do-dialogue entities :ego "What about this?" :game-player "No, that's not the solution. Keep looking."))))
:anim game-player-stand-down
:anim-start 0
:anim-merges {game-player-stand-down {:origin-x 8}
game-player-stand-up {:origin-x 3}
game-player-talk-up {:origin-x 3}
game-player-talk-down {:origin-x 8}
game-player-get-to-work {:origin-x 8}
game-player-pause-from-work {:origin-x 8}
game-player-flex {:origin-x 3}}
:left {:stand game-player-stand-down
:talk game-player-talk-down}
:right {:stand game-player-stand-up
:talk game-player-talk-up}
:get-to-work game-player-get-to-work
:pause-from-work game-player-pause-from-work
:flex-sound (utils/load-sound "inside-castle/flex.ogg")
:anim-sound-frames {game-player-stand-up {11 [:blink 0.3 1.1] }
game-player-talk-up {11 [:blink 0.3 1.1]
22 [:blink 0.3 1.1]
24 [:blink 0.3 1.1]
27 [:blink 0.3 1.1]}
game-player-stand-down {1 [:writing-sound 0.07]}
game-player-flex {1 [:flex-sound 0.5]}}
:flex game-player-flex)}
:monocle (rooms/make-entity :monocle (assoc (animation->texture screen monocle)
:label "A reflective thing"
:cursor :hand
:x 209 :y 160 :baseline 240
:origin-x 9
:anim monocle
:anim-start 0
:night-profile :none
:script (actions/get-script entities
(actions/walk-to entities :ego [213 87] :face :left)
(actions/talk entities :ego "There's something up there on the roof!"))
:scripts {:spear (actions/get-script entities
(actions/walk-to entities :ego [213 87] :face :left)
(actions/talk entities :ego "Maybe I can reach it with this.")
(actions/play-animation entities :ego :spear)
(actions/talk entities :ego "Got it!")
(actions/remove-entity entities :monocle)
(actions/give entities :monocle)
(actions/talk entities :ego "It looks like a monocle."))}))
:chorus {:sound (utils/load-sound "inside-castle/chorus.ogg")}
:collision "inside-castle/collision.png"
:scale-fn (utils/scaler-fn-from-image "inside-castle/scale.png" 0.25 1.00)
:apply-state (fn [screen entities]
(utils/fast-forward-particle (get-in entities [:room :entities :outside-particles]))
(as-> entities entities
(utils/play-sound! screen entities
(get-in entities [:room :chorus :sound])
get-chorus-volume
0.5
:loop)
(if (actions/has-obtained? entities :trophy)
(update-in entities [:room :entities] #(dissoc % :trophy))
entities)
(if (actions/has-item? entities :sword)
(update-in entities [:room :entities] #(dissoc % :sword))
entities)
(if (and (not (actions/has-item? entities :walkie-talkies))
(actions/has-obtained? entities :walkie-talkies))
entities
(update-in entities [:room :entities] dissoc :walkie-talkie))
(if (#{:night :sunrise} (get-in entities [:state :time]))
(make-night entities)
entities)))
:start-pos [245 90])))