167 lines
13 KiB
Clojure
167 lines
13 KiB
Clojure
(ns advent.screens.rooms.inside-jail
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(:require [advent.screens.rooms :as rooms]
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[advent.actions :as actions]
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[advent.screens.items :as items]
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[advent.utils :as utils]
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[clojure.zip :as zip]
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[play-clj.core :refer :all]
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[play-clj.ui :refer :all]
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[play-clj.utils :refer :all]
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[play-clj.g2d :refer :all]))
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(defn do-warden-dialogue [entities]
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(actions/do-dialogue entities :ego "Hey, who are you? Why am I in this cell?"
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:warden "You're under arrest for theft of public property."
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:ego "Under arrest? But I'm the good guy!\nThe game is named after me!"
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:warden "Sorry chap. The law's the law.")
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(actions/present-choices entities
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{:choices ["But I'm just a kid."
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{:run #(actions/respond entities %
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:warden "The Duke of Remington is a very stern chap."
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:warden "He doesn't bend the rules, even for young thieves.")
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:choices actions/previous-choices}
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"But I was going to teach Blergh a lesson!"
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{:run #(actions/respond entities %
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:warden "Sure you were. If he even exists."
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:ego "He does! He's going to come destroy the town first thing in the morning!"
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:warden "Uh huh."
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:warden "As if I have heard the 'bad guy is coming to destroy the town' 1000 times already."
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:warden "You could try coming up with something creative, chap."
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:ego "Creative?"
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:warden "Yeah, like, 'My mother is in the hospital.'"
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:warden "Or, 'I have a highly contagious case of the lizard-pox.'")
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:choices actions/previous-choices}
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"But the whole town will die if I don't do something!"
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{:run #(actions/respond entities %
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:warden "The whole town will have a thief on the loose if I don't keep you here."
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:warden "We don't want that either, do we?"
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:ego "This is life and death we're talking about here!"
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:warden "And this is my job. A chap's got to do his job, am I right?"
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:warden "You've got to steal, and I've got to lock you up."
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:warden "It's how it works.")
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:choices actions/previous-choices}
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"Nevermind."
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{:run #(do (actions/respond entities %
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:warden "This conversation has got me very tired."
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:warden "Be a good chap and let me rest.")
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(actions/play-animation entities :warden :fall-asleep :stop? false)
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(actions/begin-animation entities :warden :sleep)
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(actions/update-state entities (fn [s] (assoc s :warden-sleeping? true))))}]}))
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(defn get-key [ entities]
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(actions/walk-to entities :ego [71 82] :face :left)
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(actions/play-animation entities :ego :squat)
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(actions/do-dialogue entities :ego "He's got something clutched in his hand!")
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(actions/play-animation entities :ego :squat)
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(actions/do-dialogue entities :ego "What's this?"
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:ego "Hello hello!"
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:ego "It's the key!")
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(let [had-key-before? (actions/has-obtained? entities :key)]
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(actions/give entities :key)
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(when (not had-key-before?)
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(actions/do-dialogue entities :ego "Come on! It's that easy to escape?"
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:ego "We're not going to at least do that dog and bone scenario?"
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:ego "I get to just take the key and leave?"
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:ego "Seems like a pretty sorry excuse for a puzzle."))))
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(defn search-hay [entities]
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(actions/walk-to entities :ego [144 86] :face :right)
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(let [hay-searches (get-in @entities [:state :hay-searches] 0)]
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(condp = hay-searches
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0 (do
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(actions/talk entities :ego "Maybe there's a needle or something in here.")
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(actions/play-animation entities :ego :squat)
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(actions/talk entities :ego "No. Nothing at all!"))
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1 (do
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(actions/talk entities :ego "Maybe I missed something. I'll check again.")
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(actions/play-animation entities :ego :squat)
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(actions/talk entities :ego "Nope. Still nothing."))
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2 (do (actions/talk entities :ego "There's got to be something in here!")
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(actions/play-animation entities :ego :squat)
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(actions/talk entities :ego "Nope. Still nothing."))
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(do (actions/talk entities :ego "One more try.")
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(actions/play-animation entities :ego :squat)
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(actions/do-dialogue entities
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:ego "You know, in some games, you have to try multiple times."
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:ego "But I have a feeling each time you click on this hay, I'm going to find nothing."
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:ego "Maybe you should give it a rest.")))
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(actions/update-state entities #(assoc % :hay-searches (inc hay-searches)))))
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(defn make [screen]
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(let [warden-sheet (texture! (texture "inside-jail/warden.png") :split 43 58)
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warden-talk (animation 0.2 (for [i [1 0 1 0 1 0 1 0 0 0 2 0]]
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(aget warden-sheet 0 i)))
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warden-stand (animation 0.1 (for [i (flatten [(repeat 30 0) 2 (repeat 20 0) 2])]
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(aget warden-sheet 0 i)))
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warden-fall-asleep (animation 0.1 (for [i (flatten [(repeat 10 0) 2 2 (repeat 10 0) 2 2 2 2 2 2 2 (repeat 10 0) 2 2 2 2 2 2 2 ])]
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(aget warden-sheet 0 i)))
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warden-sleep (animation 0.5 (for [i (flatten [(repeat 5 2) 3])]
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(aget warden-sheet 0 i)))]
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(rooms/make :music :inside-antique
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:interactions {
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:lock {:box [178 102 184 124]
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:script (actions/get-script entities
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(actions/walk-to entities :ego [174 80] :face :right)
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(actions/play-animation entities :ego :reach)
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(actions/talk entities :ego "There's no helping it. It's locked."))
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:scripts {:key (actions/get-script entities
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(actions/walk-to entities :ego [174 80] :face :right)
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(actions/play-animation entities :ego :reach)
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(actions/talk entities :ego "Yes, that's it!"))}}
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:window {:box [98 110 118 140]
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:script (actions/get-script entities
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(actions/walk-to entities :ego [102 88] :face :right)
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(actions/do-dialogue entities
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:ego "What a peaceful night."
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:ego "Oh my sweet Georgia McGorgeous. How will I ever save you now?"
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:ego "I have to find a way out of here!"))}
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:hay {:box [130 86 177 102]
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:script (actions/get-script entities
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(search-hay entities)
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)}}
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:layers [(assoc (texture "inside-jail/background.png") :x 0 :y 0 :baseline 0)
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(assoc (texture "inside-jail/bars.png") :x 0 :y 0 :baseline 165)
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(assoc (texture "inside-jail/glow.png") :x 0 :y 0 :baseline 240)]
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:entities {:warden (assoc (texture "inside-jail/warden.png" )
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:x 40 :y 60 :baseline 166
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:stand warden-stand
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:talk warden-talk
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:sleep warden-sleep
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:fall-asleep warden-fall-asleep
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:anim warden-stand
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:anim-start 0
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:talk-color (color 0.9 0.3 0.9 1.0)
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:script (actions/get-script entities
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(cond
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(actions/has-item? entities :key) (actions/talk entities :ego "Shh! It's best not to wake him now.")
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(get-in @entities [:state :warden-fast-asleep?]) (get-key entities)
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(get-in @entities [:state :warden-sleeping?]) (do (actions/walk-to entities :ego [103 82])
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(actions/do-dialogue entities
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:ego "You-hoo! Mr. Warden?"
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:ego "I guess he's really fast asleep!")
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(actions/update-state entities #(assoc % :warden-fast-asleep? true)))
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:else (do (actions/walk-to entities :ego [103 82])
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(do-warden-dialogue entities)))))
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:ball-n-chain (assoc (texture "inside-jail/ball-n-chain.png")
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:x 80 :y 80 :baseline 160
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:script (actions/get-script entities
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(actions/walk-to entities :ego [103 83] :face :left)
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(actions/play-animation entities :ego :squat)
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(actions/remove-entity entities :ball-n-chain)
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(actions/give entities :ball-n-chain)))}
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:collision "inside-jail/collision.png"
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:scale-fn (utils/scaler-fn-with-baseline 0 0.50 1.5)
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:start-pos [130 85]
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:apply-state (fn [entities]
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(as-> entities entities
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(if (actions/has-item? entities :ball-n-chain)
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(update-in entities [:room :entities] #(dissoc % :ball-n-chain))
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entities)
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(if (get-in entities [:state :warden-sleeping?])
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(update-in entities [:room :entities :warden] #(actions/start-animation % :sleep))
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entities))))))
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