fix(wait): correct swapped labels + juice the waiting animations

Text: the block-QUEUE wait runs drawPaymentAnimation (printed "Awaiting payment") and the
payment wait runs the epic scene (printed "Awaiting next block") — the labels were backwards.
Both now derive the label from Game._awaitingPayment so it always matches the real state.

Juice: add a tile-agnostic particle-burst helper (window.FX.sparkle) and fire one-shot bursts
on the dramatic beats — gold on treasure grab, green on escape, red on death/caught — in BOTH
animations. Particle-based, so it is identical and safe in every pack; no-op if FX is absent.

Note: the ROT waiting display is independent of the render-kit pack (always the classic tileset),
so these animations work in all packs but do not visually swap to match a non-original pack.
This commit is contained in:
jwinterm
2026-07-12 20:40:07 -04:00
parent d30e62f02f
commit 164cfff8e5
+51 -9
View File
@@ -143,6 +143,25 @@ var WaitingScreenAnimator = {
} catch (e) { /* ignore */ }
},
// JUICE: a one-shot particle burst at a grid cell (treasure grab / escape / death). Purely
// additive over window.FX — no-op if FX is absent — and tile-agnostic, so it works identically
// in every pack (it draws particles, never tiles). `spread` in grid cells, `count` particles.
_burst: function(gridX, gridY, color, count, screenWidth, screenHeight, spread) {
if (!window.FX || !window.FX.sparkle) return;
var canvas = this._fxBaseCanvas();
if (!canvas || !screenWidth || !screenHeight) return;
var cellW = canvas.width / screenWidth;
var cellH = canvas.height / screenHeight;
var s = spread || 1.6;
for (var i = 0; i < count; i++) {
var a = (i / count) * Math.PI * 2 + (this._fxTick || 0) * 0.3;
var r = ((i * 2654435761 % 100) / 100) * s; // deterministic-ish scatter, no Math.random churn
var px = (gridX + 0.5 + Math.cos(a) * r) * cellW;
var py = (gridY + 0.5 + Math.sin(a) * r) * cellH;
try { window.FX.sparkle(px, py, color); } catch (e) { /* ignore */ }
}
},
drawAnimatedWaitingScreen: function(screenWidth, screenHeight, drawBorderFn, drawCenteredTextFn) {
if (!DisplayManager.ensureDisplay()) return;
const display = DisplayManager.getDisplay();
@@ -162,12 +181,11 @@ var WaitingScreenAnimator = {
return;
}
// Fixed-position animated text
// Fixed-position animated text. The label reflects the ACTUAL wait state, not this function's
// historical name — the two animations were wired to the opposite labels. This branch runs
// while genuinely awaiting a payment.
let y = Math.floor(screenHeight / 2) - 8;
let baseText = "Awaiting next block";
if (typeof Game !== 'undefined') {
if (Game._unconfirmedPayment) baseText = 'Awaiting next block'; // mempool seen
}
let baseText = (typeof Game !== 'undefined' && Game._awaitingPayment) ? 'Awaiting payment' : 'Awaiting next block';
const dots = ".".repeat((Math.floor(Date.now() / 500) % 4));
const paddedDots = dots.padEnd(3, " ");
drawCenteredTextFn(y, `${baseText}${paddedDots}`);
@@ -255,7 +273,14 @@ var WaitingScreenAnimator = {
// Update character positions
this.updateAnimation();
const anim = this._waitingAnimation;
// JUICE: burst on the beats — treasure grabbed (treasureX flips to -1), escape, or caught.
if (this._epicPhase !== anim.phase) {
if (anim.phase === 'escape') this._burst(anim.playerX, anim.playerY, 'rgba(255,220,90,0.95)', 18, screenWidth, screenHeight, 1.8);
else if (anim.phase === 'caught') this._burst(anim.monsterX, anim.playerY, 'rgba(255,70,70,0.95)', 22, screenWidth, screenHeight, 2.2);
this._epicPhase = anim.phase;
}
// ===== PHASE 1: DRAW ALL GLOW EFFECTS FIRST =====
// This ensures glow appears behind entities
@@ -387,11 +412,14 @@ var WaitingScreenAnimator = {
const anim = this._paymentAnimation;
const time = Date.now();
// Fixed-position animated text
// Fixed-position animated text. This treasure-hunt animation runs for the block-QUEUE wait
// (see drawAnimatedWaitingScreen routing), so show the block label unless we're genuinely
// awaiting a payment. (Function name is historical — do not trust it for the label.)
let y = Math.floor(screenHeight / 2) - 8;
const dots = ".".repeat((Math.floor(time / 500) % 4));
const paddedDots = dots.padEnd(3, " ");
drawCenteredTextFn(y, `Awaiting payment${paddedDots}`);
const label = (typeof Game !== 'undefined' && Game._awaitingPayment) ? 'Awaiting payment' : 'Awaiting next block';
drawCenteredTextFn(y, `${label}${paddedDots}`);
// Room dimensions - relative to actual screen size
const roomStartX = 1;
@@ -468,7 +496,21 @@ var WaitingScreenAnimator = {
// Update animation state
this.updatePaymentAnimation();
// JUICE: fire a one-shot particle burst on each dramatic beat (grab / escape / death).
if (this._payPhase !== anim.phase) {
if (anim.phase === 'grab') this._burst(anim.treasureX, anim.treasureY, 'rgba(255,220,90,0.95)', 18, screenWidth, screenHeight, 1.8);
else if (anim.phase === 'escaped') this._burst(anim.playerX, anim.playerY, 'rgba(130,255,150,0.95)', 22, screenWidth, screenHeight, 2.2);
this._payPhase = anim.phase;
}
const _pGone = (anim.playerX === -1);
if (_pGone && !this._payDeathBurst) {
this._burst(anim.deathX || anim.treasureX, anim.deathY || centerY, 'rgba(255,70,70,0.95)', 24, screenWidth, screenHeight, 2.4);
this._payDeathBurst = true;
} else if (!_pGone) {
this._payDeathBurst = false;
}
// 💎💎💎 MEGA TREASURE - BIG pulsating with intense golden glow
if (!anim.hasTreasure && anim.treasureX >= roomStartX && anim.treasureX <= roomEndX) {
// Intense pulsing effect - the treasure is CALLING to the player