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main.strand
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main.strand
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::start
<<if !this.started>>
<<do
// add `this.gotod(passage, delay)`
this.gotoo = this.goto;
this.goto = (passage) => {
window.clearTimeout(this.auto);
this.auto = 0;
return this.gotoo(passage);
};
this.gotod = (passage, delay) => {
window.clearTimeout(this.auto);
this.auto = window.setTimeout(() => {
this.goto(passage);
}, delay);
};
// start with music off in debug
this.radio = !this.debug;
this.car = this.Model('taxi', 'palette', { doubleSided: true, depth: true });
this.passengerProps = this.Model('passengerProps', 'palette', { doubleSided: true, depth: true });
this.aloneProps = this.Model('aloneProps', 'palette', { doubleSided: true, depth: true });
this.aloneProps.model.visible = false;
this.clock = this.Model('clock', 'palette', { doubleSided: true, depth: true });
this.car.model.getChildByName('passengerRef').visible = false;
const gasNeedle = this.car.model.getChildByName('gasMeterNeedle');
this.gas = 1;
this.tween(this, 'gas', 0, 1000 * 60 * 20);
this.Updater(() => {
gasNeedle.rotationQuaternion.setEulerAngles(0,0,40-this.gas*80);
});
this.chimneys = this.Model('chimneys', 'palette', { doubleSided: true, depth: true });
// camera
this.scene.camera3d.position = this.car.model.getChildByName('Camera').position;
const camProps = window.game.app.loader.resources.taxi.gltf.descriptor.cameras[0].perspective;
this.scene.camera3d.fieldOfView = camProps.yfov * 100;
this.scene.camera3d.near = camProps.znear;
this.scene.camera3d.far = camProps.zfar;
// road + sway
const speedometer = this.car.model.getChildByName('speed').getChildByName('speedMeter');
const wheel = this.scene.strand.car.model.getChildByName('steeringColumn');
const roadSize = 60;
const roadSegments = Math.max(2, Math.ceil(this.scene.camera3d.far*2 / roadSize));
console.log(roadSegments);
this.roadSpeed = 40;
let rootRoad;
for(let i = 0; i < roadSegments; ++i) {
const pos = i-roadSegments/2;
const road = this.Model('roadSeg', 'palette', { doubleSided: true, depth: true });
if (i === 0) {
rootRoad = road;
} else {
rootRoad.model.addChild(road.model);
road.model.position.z = i * roadSize;
}
}
rootRoad.model.position.y -= 1.36;
rootRoad.model.position.x -= 3.3;
const xRoot = rootRoad.model.position.x;
const yRoot = rootRoad.model.position.y;
let pTime = Date.now();
let curPos = 0;
let roadDelta = 0;
this.Updater(() => {
const cTime = Date.now();
const dTime = cTime - pTime;
roadDelta = dTime/1000 * this.roadSpeed;
curPos += roadDelta;
curPos %= roadSize;
rootRoad.model.position.z = curPos - (roadSize*roadSegments/2);
// rotate wheel + sway road back and forth
const sway = Math.sin(Date.now()/2300)*2 + Math.sin(Date.now()/3200)*4;
wheel.rotationQuaternion.setEulerAngles(65, 0, sway);
rootRoad.model.position.x = xRoot + sway * 0.1 * Math.min(1, this.roadSpeed/50);
// bounce road
rootRoad.model.position.y = yRoot + Math.sin(cTime/20) * 0.01;
pTime = cTime;
// speedometer
speedometer.rotationQuaternion.setEulerAngles(0, 30 - this.roadSpeed * 2 * (Math.random()*0.1+0.95), 0);
});
// looping speed sign
const sign1 = this.Model('speedlimitsign', 'palette', { doubleSided: true, depth: true });
sign1.model.position.z = -roadSize*16;
this.Updater(() => {
sign1.model.position.z += roadDelta;
if (sign1.model.position.z > roadSize) {
sign1.model.position.z -= roadSize*16;
}
});
const sign2 = this.Model('speedlimitsign', 'palette', { doubleSided: true, depth: true });
sign2.model.position.z = -roadSize*16*0.5;
sign2.model.position.x -= 10;
sign2.model.rotationQuaternion.setEulerAngles(0, 180, 0);
this.Updater(() => {
sign2.model.position.z += roadDelta;
if (sign2.model.position.z > roadSize) {
sign2.model.position.z -= roadSize*16;
}
});
// passenger
this.passenger = this.Model('taxi', 'passenger_normal', { transparent: true });
this.passenger.model.children.forEach(i => i.visible = false);
this.passenger.model.parent.setChildIndex(this.passenger.model, this.passenger.model.parent.children.length-1);
const passengerRef = this.passenger.model.getChildByName('passengerRef');
passengerRef.visible = true;
this.scene.pointDialogue.position.x = passengerRef.position.x;
this.scene.pointDialogue.position.y = passengerRef.position.y + 0.35;
this.scene.pointDialogue.position.z = passengerRef.position.z + 0.25;
this.toggleRadio = () => {
this.radio = !this.radio;
this.sfx('click', { rate: Math.random()*0.2 + 0.9 });
if (this.radio) {
this.music('bgm');
this.clock.model.visible = true;
} else {
this.music('bgm_ambient');
this.clock.model.visible = false;
}
};
this.InteractionRegion({
x: -42,
y: 12,
range: 10,
label: 'crank',
action: () => this.toggleRadio(),
});
const rearView = scene.strand.car.model.getChildByName('rearView');
this.InteractionRegion({
x: -49,
y: -15,
range: 5,
label: 'adjust',
action: () => {
this.sfx('click', { rate: Math.random()*0.2 + 0.9 });
rearView.rotationQuaternion.setEulerAngles(0, Math.random()*40-30, 0);
},
});
const sideMirror = scene.strand.car.model.getChildByName('sideMirror');
this.InteractionRegion({
x: 34,
y: 3,
range: 5,
label: 'adjust',
action: () => {
this.sfx('click', { rate: Math.random()*0.2 + 0.9 });
sideMirror.rotationQuaternion.setEulerAngles(0, Math.random()*30+10, 0);
},
});
const sunBlind = scene.strand.car.model.getChildByName('sunBlind1');
let sunBlindOpen = false;
this.InteractionRegion({
x: -7,
y: -35,
range: 10,
label: 'flip',
action: () => {
this.sfx('click', { rate: Math.random()*0.2 + 0.9 });
sunBlind.rotationQuaternion.setEulerAngles(sunBlindOpen ? 0 : 90, 0, 0);
sunBlindOpen = !sunBlindOpen;
},
});
let honks = 0;
let honklimit = false;
this.InteractionRegion({
x: 1,
y: 25,
range: 5,
label: 'honk',
action: () => {
this.sfx('honk', { rate: Math.random()*0.04 + 0.98 });
if (honklimit) return;
++honks;
if (honks % 5 === 0 && this.passenger.model.visible && !this.scene.dialogue.isOpen && this.roadSpeed > 0) {
honklimit = true;
this.goto('honk-limit');
}
},
});
this.EnvModel = (model) => {
const m = this.Model(model, 'palette', { doubleSided: true, depth: true });
m.model.position.z = -110;
const remove = this.Updater(() => {
m.model.position.z += roadDelta;
if (m.model.position.z > 110) {
remove();
this.destroy(m);
}
});
return m;
};
setTimeout(() => {
this.EnvModel('coyoteXsign');
}, 1000 * 110);
setTimeout(() => {
this.EnvModel('coyote');
}, 1000 * 120);
// random props
const props = [
'roadsideTrash1',
'roadsideTrash1',
'roadsideTrash1',
'roadsideTrash2',
'roadsideTrash2',
'roadsideTrash2',
'pothole1',
'pothole1',
'cactus1',
'cactus1',
'cactus2',
'cactus2',
'cactus3',
'cactus3',
'cactus4',
'cactus4',
'cactus5',
'cactus5',
'cactus6',
'cactus6',
'cactus7',
'cactus7',
'cactus8',
'cactus8',
'longhornskull',
];
let lastprop;
const rndprop = () => {
if (!lastprop || lastprop.model.destroyed) {
const prop = this.shuffle(props)[0];
lastprop = this.EnvModel(prop);
}
setTimeout(rndprop, Math.random()*25000+Math.random()*25000+5000);
};
rndprop();
let lastprop2;
const rndprop2 = () => {
if (!lastprop2 || lastprop2.model.destroyed) {
const prop = this.shuffle(props)[0];
lastprop2 = this.EnvModel(prop);
}
setTimeout(rndprop2, Math.random()*25000+Math.random()*25000+5000);
};
rndprop2();
const boulders = [
'boulder1',
'boulder2',
'boulder3',
'boulder4',
'boulder5',
'boulder6',
'boulder7',
'boulder8',
'boulder9',
'boulder10',
'boulder11',
'boulder12',
];
const rndprop3 = () => {
const prop = this.shuffle(boulders)[0];
const model = this.EnvModel(prop);
model.model.position.y -= 1.36;
setTimeout(rndprop3, Math.random()*3000+Math.random()*1000+100);
};
rndprop3();
// pose helper
const poses = {
':(': 'sad',
':)': 'normal',
'o_o': 'facing_you',
'-_-': 'facing_away',
};
this.setPose = (pose, state) => {
this.pose = poses[pose] || pose;
const frame = this.passenger.animator.frame;
const offset = this.passenger.animator.offset;
this.passenger.setAnimation(['passenger', this.pose, state].filter(i => i).join('_'));
this.passenger.animator.frame = frame;
this.passenger.animator.offset = offset;
this.passenger.animator.updateTexture();
};
// blinking and lip flaps
this.pose = 'normal';
this.blinking = false;
this.timeoutBlinking;
this.scene.dialogue.scripts.push({
gameObject: this.scene.dialogue,
update: () => {
if (!this.pose) return;
if (!this.timeoutBlinking) {
this.timeoutBlinking = setTimeout(() => {
this.blinking = !this.blinking;
this.timeoutBlinking = null;
}, this.blinking ? 100 : 2000+Math.random()*4000);
};
const letter = this.scene.dialogue.strText[scene.dialogue.pos];
const isLetter = letter && letter.replace(/[^\w]/, '');
if (isLetter) {
this.setPose(this.pose, 'o');
} else if (this.blinking) {
this.setPose(this.pose, 'b');
} else {
this.setPose(this.pose, 'n');
}
},
});
// add syntax sugar for poses like `:( - Blah blah`
const check = /^(.*) - /;
this.scene.dialogue.sayo = this.scene.dialogue.say;
this.scene.dialogue.say = (text, actions) => {
const match = check.exec(text);
if (match) {
this.setPose(match[1]);
return this.scene.dialogue.sayo(text.substring(match[0].length), actions);
} else {
return this.scene.dialogue.sayo(text, actions);
}
};
if (this.radio) {
this.music('bgm');
} else {
this.music('bgm_ambient');
}
this.clock.model.visible = this.radio;
// start
this.started=true;
this.goto('close');
requestAnimationFrame(async () => {
this.scene.container3d.visible = true;
this.scenarios = this.shuffle(Object.keys(this.passages).filter(i => i.startsWith('scenario-')));
await this.delay(556*8);
const t = scene.strand.Text('TAXI');
game.app.stage.addChild(t.display.container);
t.text.style.fontSize = 50;
t.text.style.fill = 0x406885;
t.text.x = 30;
t.text.y = 30;
await this.delay(556*2);
t.text.text = 'TAXI QUEST';
await this.delay(556*2);
const t2 = scene.strand.Text('65');
game.app.stage.addChild(t2.display.container);
t2.text.style.fontSize = 240;
t2.text.style.fill = 0x406885;
t2.text.x = 30;
t2.text.y = 10;
await this.delay(556*6);
t.destroy();
t2.destroy();
this.goto('main');
});
>>
<<endif>>
::close
this should never render
::debug menu
debug menu
[[passage select>passage select]]
[[close]]
[[get interaction region|console.log(this.scene.x, this.scene.y)]]
[[back|this.back()]]
::main
<<do this.goto('close');this.gotod(this.scenarios.pop() || 'end-scenario', this.debug ? 2000 : (Math.random()*10+12)*1000);>>
::end-scenario
<<do this.EnvModel('exitSign')>>
:) - Oh, is that a sign up ahead?
>
<<do
this.scene.interactive = false;
this.scrim(1, 4000);
>>
I think this is my exit.
>
<<do
this.goto('close');
this.gotod('end-scenario2', 5000);
>>
::end-scenario2
<<do
if (this.radio) {
this.toggleRadio();
}
>>
This is it, huh?
>
<<do this.sfx('door_open')>>
...
>
So, uh.
>
How much do I owe you?
[[ |((async () => {
if (this.ended) return;
this.ended = true;
await this.delay(3000);
this.sfx('door_close');
this.goto('close');
await this.delay(3000);
const e = this.EnvModel('exitSign');
e.model.rotationQuaternion.setEulerAngles(0, 180, 0);
e.model.position.x -= 7;
this.chimneys.model.rotationQuaternion.setEulerAngles(0, 180, 0);
this.scene.interactive = true;
this.scrim(0, 3000);
this.passenger.model.visible = false;
this.passengerProps.model.visible = false;
this.aloneProps.model.visible = true;
await this.delay(6000);
const t = this.Text('The End');
t.text.anchor.x = 1.0;
t.text.anchor.y = 1.0;
t.display.container.x = game.app.renderer.width - 30;
t.display.container.y = game.app.renderer.height - 20;
this.sfx('door_open', { rate: 2.0 });
window.game.app.stage.addChild(t.display.container);
})());
]]
::honk-limit
o_o - Is that REALLY necessary?
>Yeah|Nah
:) - We haven't passed another car in hours!
>
And it's the middle of the night.
>
I should be asleep right now!
>
-_- - ...Hmph.
[[>main]]
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::scenario-busy
:) - Been a busy night?
>Yeah|Nah
Lot of folks I know've been trying to leave the city.
>
My mom's been nagging me for the past year.
>
-_- - Going on about how dangerous it's gotten.
>
Thought she was just being annoying but it's gotten outta hand lately...
>
...
>
o_o - I uh, saw your rifle in the back...
>
Is that for hunting out here?
[[Yeah>busy-yes]]
[[Nah>busy-no]]
::busy-no
Oh...
>
Have you ever had to use it on the job?
[[Yeah>busy-no-yes]]
[[Nah>busy-no-no]]
[[...>busy-no-ignore]]
[[Once>busy-no-yes]]
::busy-no-no
...Hm.
>
:( - Well, probably for the best.
[[>main]]
::busy-no-ignore
...
>
:( - Yeah, probably better you don't answer that.
[[>main]]
::busy-no-yes
Oh.
>
:( - Well, I won't ask.
[[>main]]
::busy-yes
Cool! I've never been hunting before.
>
:) - So do you like, catch desert hares or something?
[[Yeah>hares]]
[[Nah>no-hares]]
[[...>Bigger game]]
[[Bigger game]]
::hares
Ah. Wonder if I'll have to start hunting back at home, ha ha.
>
Apparently they're having a hard time finding truckers to make the journey out. Supply chain's out of wack or something.
>
Never seen the stores so empty...
>
-_- - Wonder how long all this will last for.
[[>main]]
::no-hares
No? I thought they were common out here...
>
-_- - Though... come to think of it, I guess I haven't seen any.
>
Wonder where they all went...
[[>main]]
::Bigger game
Deer, then?
>
-_- - I hear there are some deer in this desert.
>
Never seen one, though.
>
...
>
I don't think I could shoot a deer.
>
:) - Probably not a hare either, heh.
>
:( - In fact, I think continuing to live my life in a way that does not involve me shooting things would be best.
>
Just in general.
[[>main]]
::scenario-two-seater
:) - So... a two seater huh?
>
Haven't seen many taxis like that, ha ha.
>
Some more supply issues? Not enough yellow cabs to go 'round?
[[Yeah>two-seater-yeah]]
[[Nah>two-seater-nah]]
::two-seater-nah
Oh, just dealer's choice then?
>
It is kinda cozy.
[[>two-seater-yeah]]
::two-seater-yeah
o_o - Must be a pain if you get flagged down by a family of four.
>
Guess you could stick the kids in the trunk, ha ha.
[[Yeah>two-seater-yeah-yeah]]
[[Nah>two-seater-yeah-nah]]
[[...>two-seater-yeah-nah]]
[[Not many families around]]
::two-seater-yeah-yeah
:) - Heh.
>
...
>
o_o - You are joking, right?
[[>main]]
::two-seater-yeah-nah
:) - Heh.
>
...
[[>main]]
::Not many families around
Oh...
>
:( - Guess that makes things simpler then.
[[>main]]
::scenario-out-of-town
More people from the city have been going out of town lately...
>
:) - Must be nice, lot less hectic out here.
>
...
>
Does it feel weird?
>
o_o - I mean, when all day, you're just watching people leave?
[[Yeah>town-yeah]]
[[Nah>town-nah]]
[[...>town-yeah]]
::town-nah
Hmm.
>
:) - S'pose it's less strange if you're always coming and going yourself.
[[>town-yeah]]
::town-yeah
I appreciate the late night trip by the way.
>
-_- - Had to leave in a bit of a hurry.
[[>main]]
::scenario-love
o_o - You ever been in love?
>
:( - I mean- Sorry, that's a weird question, isn't it?
[[Yeah>awkward]]
[[Nah>okay]]
::awkward
Gahhh sorry, I'm really sorry.
>
I just... It's a long trip, you know? It's a lot of waiting.
>
I don't like waiting. Especially away from home.
>
:) - But you gotta have ice-breakers. Conversation starters.
>
-_- - I met a guy once, and that was the first thing he asked me.
>
"You ever been in love?"
>
Just came out with it like that.
>
:) - He asked it like he knew the answer.
>
o_o - Like he could look right past me and see it floating above my head.
>
It was... really scary, to be honest. But also kind of cool?
>
...
>
:( - Sorry, I'll drop it.
[[>main]]
::okay
You sure? You can say if it's not, I know I kind of sprang that out of nowhere... It's really okay?
[[Yeah>okay2]]
[[Nah>awkward]]
::okay2
Okay. Yeah? Okay!
>
:) - Cool.
>
So...
>
Have you?
>
o_o - Ever been in love, that is?
[[Yeah>love]]
[[Nah>no-love]]
::love
Huh.
>
...
>
Would you recommend it?
>Yeah|Nah
Okay.
>
:) - I'll keep that in mind.
[[>main]]
::no-love
Oh.
>
:( - That's a shame.
>
I mean- I wouldn't know. But still...
>
Kinda feels like we've missed the bus on it sometimes.
>
:) - ...Heh.
>
You know, when I miss a bus, I usually call a cab.
>
:( - ...
>
Sorry, I'll drop it.
[[>main]]
::scenario-speed
-_- - We're going pretty fast, huh?
>
:) - Guess they don't care much about speed limits out here.
>Yeah|Nah
Hard to imagine a cop pulling someone over for a traffic ticket these days.
>
-_- - Silver linings, heh.
[[>main]]
::scenario-there-yet
:) - You know, I was just thinking...
>
It's a good thing we're not making this trip with like, a kid, or something.
>
o_o - Can you imagine? Just "are we there yet" "are we there yet" the whole way there, non-stop.
>
Nightmare.
>
:) - Can't stand kids, honestly.
>
I know it's not their fault but it's just like... Grow up!
>
Ugh.
>
o_o - ...You don't have kids, do you?
[[I do>kids]]
[[I don't>no-kids]]
[[...>oof-kids]]
[[I did>oof-kids]]
::kids
Oh. Well, you know, no offense.
>
:) - I'm sure yours are nice.
>
You seem like- well, you know. I'm sure they're nice.
>
-_- - Still, glad they're not here right now, ha ha.
>
...
>
:) - Again, no offense. You know, it's just- you know.
>
:( - Kids. Ugh.
[[>main]]
::no-kids
Yeah, that's what I thought.
>
:) - You don't seem like the "having kids" type.
>
Takes one to know one, ha ha.
>
Who needs 'em.
>
-_- - "Are we there yet" "are we there yet" "are we there yet".
>
"No, now stow it you little brat!!"
>
:) - That's what I'd say.
>
Ughhh.
[[>main]]
::oof-kids
...Sorry.
>
:( - I, uh... I'll shut up now.
[[>main]]
::scenario-radio
<<do
this.radioRequest = this.radio;
this.toggleRadioO = this.toggleRadio;
this.toggleRadio = () => {};
>>
:) - Hey, do you mind if I turn the radio <<print this.radioRequest ? 'off' : 'on'>>?
[[Yeah>radio-refuse]]
[[Nah>radio-allow]]
::radio-refuse
Oh...
>
:( - Rude.
[[ |this.toggleRadio = this.toggleRadioO;this.goto('main')]]
::radio-allow
Thanks.
>
<<do
this.radio = this.radioRequest;
this.toggleRadioO();
>>
...
>
<<do
this.toggleRadio = () => {
this.toggleRadioO();
this.goto('radio-override');
};
>>
-_- - *sigh*
>
It's just good to have a <<print this.radioRequest ? 'bit of quiet' : 'distraction'>>, you know?
>
Clears your head.
>
Gives you a chance to really think things through.
>
...
>
...Can't believe I'm really going through with this.
>
:) - Thanks again. I mean it.
[[ |this.toggleRadio = this.toggleRadioO;this.goto('main')]]
::radio-override
<<do this.toggleRadio = this.toggleRadioO>>
o_o - Seriously? That was- that was barely...
>
:( - Whatever. Leave it for all I care.
>
I just... whatever.
[[>main]]
::scenario-flood
<<do this.EnvModel('flashfloodsign')>>
-_- - Huh, is that a flood warning?
>
Do you get floods out here often?
[[Yeah>flood-yes]]
[[Nah>flood-no]]
::flood-yes
Weird. Floods in a desert?
>
:) - Isn't the whole deal that it's dry out here?
>
Guess I don't really know how floods work though...
>
o_o - Never know when a flood's gonna get you!
>
:) - Or, well- they put a sign up, so I suppose that's how you know.
>
Heh.
[[>main]]
::flood-no
Can't always trust what you read, I guess.
>
:( - Makes sense though, don't even remember when it last rained.
>
Just about triggered a riot last time they raised the water tax.
>
...
>
-_- - Least that's not my problem anymore.
[[>main]]
::scenario-met
o_o - Say...
>
Have... have we met before?
[[Yeah>met]]
[[Nah>no-met]]
::met
Wait, don't tell me!
>
I can guess:
[[>met-main]]
::no-met
Hmm, no, I'm sure we have...
[[>met-main]]
::met-main
<<do
this.guesses = this.guesses || this.shuffle([
'couch',
'stash',
'cookout',
'pastlife',
'cousin',
'froyo',
'killer',
'met-stall',
'met-stall',
]);
const guess = this.guesses.pop();
this.goto(`met-main-${guess || 'done'}`);
>>
::met-main-couch
You used to do haul jobs, in a big van, helped my mom offload that awful green couch of hers?
[[Yeah>met-couch]]
[[Nah>met-main]]
::met-couch
God that thing reeked.
>
:) - Comfy as hell though, RIP to a real one.
[[>main]]
::met-main-stash
Did you sit in front of me during last month's stash game?
[[Yeah>met-stash]]
[[Nah>met-main]]
::met-stash
Of course!
>
:) - Can't believe I didn't realize it earlier.
>
You must've had a great view of the foul in the second half.
>
:( - Kinda glad I didn't. RIP to a real one.
[[>main]]
::met-main-cookout
Were you at Dave's cookout thing?
[[Yeah>met-cookout]]
[[Nah>met-main]]
::met-cookout
I knew it!
>
:) - What a party...
>
-_- - Wonder what Dave would think of me now.
>
:( - Probably would say I'm slinking away like a coward.
>
I probably wouldn't even disagree.
>
Still, RIP to a real one.
[[>main]]
::met-main-pastlife
We... met in a past life?
[[Yeah>met-pastlife]]
[[Nah>met-main]]
::met-pastlife
:) - C'mon, I was kidding.
>
-_- - I don't go in for all that reincarnation jazz.
>
Real ones gotta RIP, right?
[[>main]]
::met-main-cousin
Did you try to date my cousin?
[[Yeah>met-cousin]]
[[Nah>met-main]]
::met-cousin
Riiiiiiiight.
>
:) - You know, that explains a lot.
>
:( - You heard already, yeah?
>
Yeah, you must have.
>
RIP to a real one.
[[>main]]