}
reveal_next() {
+ /* Don't try to reveal anything if we aren't in the reveal state. */
+ if (this.state != GameState.REVEAL) {
+ clearInterval(this.reveal_interval);
+ return;
+ }
+
if (this.reveal_index >= this.characters_to_reveal.length) {
clearInterval(this.reveal_interval);
this.broadcast_event("character-reveal", '{"character":""}');