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@@ -54,12 +54,27 @@ local ASC_45_TEXT = [[
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]]
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local ASC_78_TEXT = [[
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The road has run out
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of road.
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Norman walked back
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and forth
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until the street
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forgot which way it went.
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And then - finally -
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he stopped walking.
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]]
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local ascension_texts = {
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[1] = ASC_01_TEXT,
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[2] = ASC_12_TEXT,
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[3] = ASC_23_TEXT,
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[4] = ASC_34_TEXT,
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[5] = ASC_45_TEXT,
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[8] = ASC_78_TEXT,
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}
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function MysteriousManScreen.get_text_for_level(level)
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@@ -5,9 +5,9 @@ Screen.register({
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"do_work",
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"go_to_walking_to_home",
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"have_a_coffee",
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"go_to_truth",
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},
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init = function()
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Audio.music_play_room_work()
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Context.have_been_to_office = true
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local possible_sprites = {
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@@ -37,14 +37,34 @@ Screen.register({
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{x = -4 + 5 * 8, y = 9 * 8}
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}
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Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
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if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
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Audio.music_play_mystery()
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Context.office_sprites = { "norman_echo" }
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else
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Audio.music_play_room_work(CommuteGlitch.music_speed())
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Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
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if CommuteGlitch.is_active() then
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Context.office_sprites = CommuteGlitch.corrupt_sprite_list(Context.office_sprites)
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end
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end
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end,
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background = function()
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return CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 and "" or "office"
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end,
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background = "office",
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draw = function()
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if Window.get_current_id() == "game" then
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Sprite.draw_at("norman", 13 * 8, 9 * 8)
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Sprite.draw_list(Context.office_sprites)
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if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
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Sprite.draw_at("norman_echo", 13 * 8, 9 * 8)
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CommuteGlitch.draw_background_flicker()
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else
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CommuteGlitch.draw_sprite_list(Context.office_sprites)
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end
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if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 6 then
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Glitch.draw()
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end
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end
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end
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})
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@@ -4,16 +4,60 @@ Screen.register({
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decisions = {
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"go_to_home",
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"go_to_office",
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"sumphore_discussion",
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"go_to_truth",
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},
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init = function()
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Audio.music_play_room_work()
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local possible_sprites = {
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"matrix_trinity",
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"matrix_neo",
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{id="matrix_oraculum", y_correct=1 * 8},
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"matrix_architect"
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}
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local possible_positions = {
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{x = 5 * 8, y = 11 * 8},
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{x = 7 * 8, y = 11 * 8},
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{x = 9 * 8, y = 11 * 8},
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{x = 11 * 8, y = 11 * 8},
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{x = 13 * 8, y = 11 * 8},
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{x = 15 * 8, y = 11 * 8},
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{x = 18 * 8, y = 11 * 8},
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{x = 21 * 8, y = 11 * 8},
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{x = 24 * 8, y = 11 * 8},
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{x = 27 * 8, y = 11 * 8},
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}
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if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
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Audio.music_play_mystery()
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Context.walking_to_home_sprites = {}
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else
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Audio.music_play_room_work(CommuteGlitch.music_speed())
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Context.walking_to_home_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
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if CommuteGlitch.is_active() then
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Context.walking_to_home_sprites = CommuteGlitch.corrupt_sprite_list(Context.walking_to_home_sprites)
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end
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end
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end,
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background = function()
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return CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 and "" or "street"
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end,
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background = "street",
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draw = function()
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if Window.get_current_id() == "game" then
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Sprite.draw_at("norman", 7 * 8, 3 * 8)
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Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
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Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
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Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
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if not (CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7) then
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Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
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Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
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end
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CommuteGlitch.draw_sprite_list(Context.walking_to_home_sprites)
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if CommuteGlitch.is_active() then
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if CommuteGlitch.get_level() >= 7 then CommuteGlitch.draw_background_flicker() end
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if CommuteGlitch.get_level() >= 6 then Glitch.draw() end
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end
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end
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end
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})
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@@ -4,11 +4,9 @@ Screen.register({
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decisions = {
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"go_to_home",
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"go_to_office",
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"sumphore_discussion",
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"sumphore_discussion"
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},
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init = function()
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Audio.music_play_room_work()
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local possible_sprites = {
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"matrix_trinity",
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"matrix_neo",
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@@ -29,6 +27,7 @@ Screen.register({
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{x = 27 * 8, y = 11 * 8},
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}
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Audio.music_play_room_work()
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Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
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end,
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background = "street",
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