diff --git a/html/js/display/waitingScreenAnimator.js b/html/js/display/waitingScreenAnimator.js
index f34f8e1..d505630 100644
--- a/html/js/display/waitingScreenAnimator.js
+++ b/html/js/display/waitingScreenAnimator.js
@@ -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