Commit d028e621 authored by mmaluschnig's avatar mmaluschnig
Browse files

Merge branch 'master' of https://altitude.otago.ac.nz/gstuitje/ringmaster

* 'master' of https://altitude.otago.ac.nz/gstuitje/ringmaster:
  Now Ahava levels slower than the other characters.
  Added game control Easter egg dialogue
  Created README

# Conflicts:
#	RingMaster/RingMaster/.vs/RingMaster/xs/UserPrefs.xml
parents 0c10133c 7aaf691d
...@@ -60,6 +60,8 @@ public class AhavaSpeech : MonoBehaviour, Character { ...@@ -60,6 +60,8 @@ public class AhavaSpeech : MonoBehaviour, Character {
currentResponses = new string[] {"...", "....", "....." }; currentResponses = new string[] {"...", "....", "....." };
if (Random.Range(0, 1f) < 0.5) { if (Random.Range(0, 1f) < 0.5) {
return "My beard grows tired of your chitter chatter"; return "My beard grows tired of your chitter chatter";
} else if (Random.Range(0,1f)> 0.95){
return "By the way, be careful out there: one of the others might tell you a little lie";
} else { } else {
return "Dennnnnis the mennnnnis!"; return "Dennnnnis the mennnnnis!";
} }
......
...@@ -232,5 +232,8 @@ public class JohnSmithSpeech : MonoBehaviour, Character { ...@@ -232,5 +232,8 @@ public class JohnSmithSpeech : MonoBehaviour, Character {
conversation.Enqueue("You'll always be welcome to come trapezing with me, friend. I'll see you later!"); conversation.Enqueue("You'll always be welcome to come trapezing with me, friend. I'll see you later!");
responseQueue.Enqueue(new string[] { "Take care up there!", "It's always a pleasure!", "Yeah, sure, bye!" }); responseQueue.Enqueue(new string[] { "Take care up there!", "It's always a pleasure!", "Yeah, sure, bye!" });
conversation.Enqueue("Oh, by the way, probably no one has told you but you can sprint by hitting left shift");
responseQueue.Enqueue(new string[] { "Why wasn't I told?", "When in this game would you need to sprint?", "*Suspicious look*" });
} }
} }
...@@ -240,6 +240,9 @@ public class SilasSpeech : MonoBehaviour, Character { ...@@ -240,6 +240,9 @@ public class SilasSpeech : MonoBehaviour, Character {
conversation.Enqueue("Now, how about talking about some fun stuff?"); conversation.Enqueue("Now, how about talking about some fun stuff?");
responseQueue.Enqueue(new string[] { "*Listens more carefully than normal*", "*'Mimes' a bored expression jokingly*", "Please, don't let me stop you" }); responseQueue.Enqueue(new string[] { "*Listens more carefully than normal*", "*'Mimes' a bored expression jokingly*", "Please, don't let me stop you" });
conversation.Enqueue("Speaking of, try hitting left control some time: it will let you crouch!");
responseQueue.Enqueue(new string[] { "*'Mimes' crouching*", "Sweet! Thanks for the tip?", "Uh huh?" });
} }
private void loadTutorialConversation() private void loadTutorialConversation()
......
...@@ -181,6 +181,9 @@ public class SimonSpeech : MonoBehaviour, Character { ...@@ -181,6 +181,9 @@ public class SimonSpeech : MonoBehaviour, Character {
conversation.Enqueue("GrrrrR (The only way this could be weirder is if I was just some pixels roughly in the shape of a bear)"); conversation.Enqueue("GrrrrR (The only way this could be weirder is if I was just some pixels roughly in the shape of a bear)");
responseQueue.Enqueue(new string[] { "Umm...grr?", "That's just silly", "Now that you say that..." }); responseQueue.Enqueue(new string[] { "Umm...grr?", "That's just silly", "Now that you say that..." });
conversation.Enqueue("GrrRR (Also, did you know that you can jump by hitting the spacebar?)");
responseQueue.Enqueue(new string[] { "Why didn't the game tell me that?", "Is there any point?", "Are you sure about that?" });
} }
public string[] getResponses() { public string[] getResponses() {
......
...@@ -17,9 +17,9 @@ public class DaytimeManager : MonoBehaviour { ...@@ -17,9 +17,9 @@ public class DaytimeManager : MonoBehaviour {
if (Ahava!= null && Ahava.activeSelf) if (Ahava!= null && Ahava.activeSelf)
{ {
float newLevel = 1 float newLevel = 1
+ GameManager.JohnLevel - 1 + GameManager.JohnLevel*0.5f - 1
+ GameManager.SilasLevel - 1 + GameManager.SilasLevel*0.5f - 1
+ GameManager.SimonLevel - 1; + GameManager.SimonLevel*0.5f - 1;
float diffinLevels = newLevel - GameManager.AhavaLevel; float diffinLevels = newLevel - GameManager.AhavaLevel;
print("diff" + diffinLevels); print("diff" + diffinLevels);
print("start" + GameManager.AhavaLevel % 1); print("start" + GameManager.AhavaLevel % 1);
......
...@@ -5,14 +5,10 @@ using UnityEngine; ...@@ -5,14 +5,10 @@ using UnityEngine;
public class GameManager : MonoBehaviour { public class GameManager : MonoBehaviour {
public static float AhavaLevel; public static float AhavaLevel;
public static float SilasLevel = 1.8f; public static float SilasLevel = 1f;
public static float SimonLevel = 1f; public static float SimonLevel = 1f;
public static float JohnLevel = 1f; public static float JohnLevel = 1f;
public static float SilasLevelStored = 1.8f;
public static float SimonLevelStored = 1f;
public static float JohnLevelStored = 1f;
public static bool AhavaLevelUp; public static bool AhavaLevelUp;
private static bool SilasLevelUp = true; private static bool SilasLevelUp = true;
...@@ -122,7 +118,7 @@ public class GameManager : MonoBehaviour { ...@@ -122,7 +118,7 @@ public class GameManager : MonoBehaviour {
} }
public static void reset(){ public static void reset(){
SilasLevel = 1.1f; SilasLevel = 1f;
SimonLevel = 1f; SimonLevel = 1f;
JohnLevel = 1f; JohnLevel = 1f;
......
{\rtf1\ansi\ansicpg1252\cocoartf1671\cocoasubrtf200
{\fonttbl\f0\fswiss\fcharset0 Helvetica;}
{\colortbl;\red255\green255\blue255;}
{\*\expandedcolortbl;;}
\margl1440\margr1440\vieww10800\viewh8400\viewkind0
\pard\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640\pardirnatural\partightenfactor0
\f0\fs24 \cf0 Ever wanted to be the greatest circus performer of all time? Well, here\'92s your chance! Start your journey as the newest member of the crew and climb the carnival ladder, meeting some weird and wonderful characters along the way! And remember there\'92s no failure at the circus, only fun!\
\
Instructions:\
Daytime scene - A and D (or left and right) to move, W (or up) to interact, 1,2,3 to choose dialogue options\
Pie Throwing - Space down to set angle, space up to set power and to throw \
MimeMime - QWER or WASD (or arrow keys) to hit the notes\
Trapeze - A and D to swing and rotate in mid-air, space to let go of trapeze \
General - Esc to access pause menu\
\
Music courtesy of Kevin Macleod and incompetech.com\
Sound effects courtesy of freesound.org}
\ No newline at end of file
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