feat: Treasure hunt animation for 'Awaiting payment' state

New dedicated animation while waiting for payment:
- Player runs toward BIG pulsating golden treasure
- Player always grabs the treasure (with dramatic pickup moment)
- Monster pack (4-6 monsters) spawns from multiple directions
- 60% chance: player escapes with treasure to the exit
- 40% chance: player gets devoured by monster pack (skull/death effect)

Animation features:
- Massive golden aura around treasure with sparkle ring
- Player glows gold when carrying treasure
- Death particles expand outward on devour
- Monsters converge from edges (left, right, top, bottom)

Existing 'Awaiting next block' animation preserved unchanged.
This commit is contained in:
jwinterm
2026-01-13 17:15:04 -05:00
parent 404f5692d8
commit afe2ac991a
+381 -2
View File
@@ -15,11 +15,25 @@ var WaitingScreenAnimator = {
frameCount: 0,
direction: 1
},
// Separate animation state for "Awaiting payment" treasure hunt
_paymentAnimation: {
playerX: 8,
playerY: 12,
treasureX: 25,
treasureY: 12,
monsters: [], // pack of monsters {x, y}
phase: 'approach', // approach, grab, escape, devoured
frameCount: 0,
outcome: 'escape', // pre-determined: 'escape' or 'devoured'
treasureScale: 1.0, // for pulsing effect
hasTreasure: false
},
init: function() {
this._animationEnabled = true;
this._waitingAnimationInterval = null;
this.resetAnimation();
this.resetPaymentAnimation();
},
drawStaticWaitingScreen: function(screenWidth, screenHeight, drawBorderFn, drawCenteredTextFn) {
@@ -75,12 +89,20 @@ var WaitingScreenAnimator = {
// Draw border
drawBorderFn();
// Check if we're in "Awaiting payment" mode - use treasure hunt animation
const isAwaitingPayment = typeof Game !== 'undefined' && Game._awaitingPayment;
if (isAwaitingPayment) {
// Use the treasure hunt animation for payment waiting
this.drawPaymentAnimation(screenWidth, screenHeight, drawCenteredTextFn);
return;
}
// Fixed-position animated text
let y = Math.floor(screenHeight / 2) - 8;
let baseText = "Awaiting next block";
if (typeof Game !== 'undefined') {
if (Game._awaitingPayment) baseText = 'Awaiting payment';
else if (Game._unconfirmedPayment) baseText = 'Awaiting next block'; // mempool seen
if (Game._unconfirmedPayment) baseText = 'Awaiting next block'; // mempool seen
}
const dots = ".".repeat((Math.floor(Date.now() / 500) % 4));
const paddedDots = dots.padEnd(3, " ");
@@ -293,6 +315,362 @@ var WaitingScreenAnimator = {
display.draw(roomEndX + 1, 12, '>', exitGlow, "transparent");
},
// ========== PAYMENT WAITING ANIMATION ==========
// Special "treasure hunt" animation shown while awaiting payment
// Player runs for BIG pulsating treasure, always gets it,
// then either escapes or gets overwhelmed by a monster pack
drawPaymentAnimation: function(screenWidth, screenHeight, drawCenteredTextFn) {
const display = DisplayManager.getDisplay();
const anim = this._paymentAnimation;
const time = Date.now();
// Fixed-position animated text
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}`);
// Room dimensions
const roomStartX = 6;
const roomEndX = 44;
const roomStartY = 8;
const roomEndY = 16;
// 🏛️ BASE DUNGEON FLOOR
for (let x = roomStartX; x <= roomEndX; x++) {
for (let dy = roomStartY; dy <= roomEndY; dy++) {
if (x >= 0 && x < screenWidth && dy >= 0 && dy < screenHeight) {
const floorTile = GameTiles.getFloorTile(true);
const baseAlpha = 0.1 + Math.sin(x * 0.2 + dy * 0.3) * 0.05;
display.draw(x, dy, floorTile, `rgba(100, 80, 60, ${baseAlpha})`, "transparent");
}
}
}
// 🧱 DUNGEON WALLS
for (let x = roomStartX; x <= roomEndX; x++) {
if (x >= 0 && x < screenWidth) {
const wallGlow = 0.2 + Math.sin(time * 0.001 + x * 0.1) * 0.1;
display.draw(x, roomStartY - 1, "#", `rgba(80, 70, 50, ${wallGlow})`, "transparent");
display.draw(x, roomEndY + 1, "#", `rgba(80, 70, 50, ${wallGlow})`, "transparent");
}
}
for (let dy = roomStartY; dy <= roomEndY; dy++) {
if (dy >= 0 && dy < screenHeight) {
const wallGlow = 0.2 + Math.sin(time * 0.001 + dy * 0.1) * 0.1;
display.draw(roomStartX - 1, dy, "#", `rgba(80, 70, 50, ${wallGlow})`, "transparent");
display.draw(roomEndX + 1, dy, "#", `rgba(80, 70, 50, ${wallGlow})`, "transparent");
}
}
// 🔥 TORCHES for atmosphere
const torchPositions = [
{x: roomStartX - 1, y: roomStartY + 2},
{x: roomEndX + 1, y: roomStartY + 2},
{x: roomStartX - 1, y: roomEndY - 2},
{x: roomEndX + 1, y: roomEndY - 2}
];
for (let i = 0; i < torchPositions.length; i++) {
const torch = torchPositions[i];
if (torch.x >= 0 && torch.x < screenWidth && torch.y >= 0 && torch.y < screenHeight) {
const flameIntensity = 0.6 + Math.sin(time / 200 + i) * 0.4;
const flameColor = `rgba(255, ${100 + flameIntensity * 100}, 20, ${flameIntensity})`;
const wallGlow = 0.2 + Math.sin(time * 0.001 + torch.x * 0.1) * 0.1;
const wallColor = `rgba(80, 70, 50, ${wallGlow})`;
display.draw(torch.x, torch.y, ["#", "torch"], [wallColor, flameColor], ["transparent", "transparent"]);
}
}
// Update animation state
this.updatePaymentAnimation();
// 💎💎💎 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
const megaPulse = 0.7 + Math.sin(time / 150) * 0.3;
const shimmer = 0.5 + Math.sin(time / 80) * 0.5;
// Massive golden aura around treasure (3-tile radius)
for (let tx = anim.treasureX - 3; tx <= anim.treasureX + 3; tx++) {
for (let ty = anim.treasureY - 2; ty <= anim.treasureY + 2; ty++) {
if (tx >= roomStartX && tx <= roomEndX && ty >= roomStartY && ty <= roomEndY) {
const dist = Math.sqrt((tx - anim.treasureX) ** 2 + (ty - anim.treasureY) ** 2);
if (dist <= 3 && dist > 0) {
const auraIntensity = Math.max(0, (3 - dist) / 3) * megaPulse * 0.4;
const floorTile = GameTiles.getFloorTile();
display.draw(tx, ty, floorTile, `rgba(255, 200, 50, ${auraIntensity})`, "transparent");
}
}
}
}
// Sparkle ring around treasure
const sparkleRadius = 2;
for (let angle = 0; angle < 8; angle++) {
const sparkleAngle = (angle / 8) * Math.PI * 2 + time / 500;
const sx = Math.round(anim.treasureX + Math.cos(sparkleAngle) * sparkleRadius);
const sy = Math.round(anim.treasureY + Math.sin(sparkleAngle) * sparkleRadius * 0.6);
if (sx >= roomStartX && sx <= roomEndX && sy >= roomStartY && sy <= roomEndY) {
const sparkleIntensity = 0.3 + Math.sin(time / 100 + angle) * 0.3;
if (sparkleIntensity > 0.2) {
display.draw(sx, sy, "*", `rgba(255, 255, 200, ${sparkleIntensity})`, "transparent");
}
}
}
// The treasure itself - LARGE and glowing
const treasureGlow = `rgba(255, 215, 0, ${megaPulse})`;
const floorTile = GameTiles.getFloorTile();
display.draw(anim.treasureX, anim.treasureY, [floorTile, GameTiles.getTreasureTile()],
[`rgba(100, 80, 60, 0.1)`, treasureGlow], ["transparent", "transparent"]);
}
// 🧙‍♂️ HEROIC PLAYER
if (anim.playerX >= roomStartX && anim.playerX <= roomEndX + 2) {
const heroGlow = anim.hasTreasure
? 0.6 + Math.sin(time / 200) * 0.3 // Brighter when has treasure
: 0.4 + Math.sin(time / 300) * 0.2;
// If player has treasure, show golden glow instead of blue
const heroColor = anim.hasTreasure
? `rgba(255, 200, 50, ${heroGlow})` // Golden when carrying treasure
: `rgba(100, 150, 255, ${heroGlow})`;
const floorTile = GameTiles.getFloorTile();
display.draw(anim.playerX, anim.playerY, [floorTile, "@"],
[`rgba(100, 80, 60, 0.1)`, heroColor], ["transparent", "transparent"]);
// Determination aura when running for treasure
if (anim.phase === 'approach' || anim.phase === 'escape') {
const ringPulse = 0.3 + Math.sin(time / 200) * 0.2;
const ringColor = anim.hasTreasure
? `rgba(255, 220, 100, ${ringPulse})`
: `rgba(180, 230, 255, ${ringPulse})`;
const ringOffsets = [{dx: -1, dy: 0}, {dx: 1, dy: 0}, {dx: 0, dy: -1}, {dx: 0, dy: 1}];
for (const off of ringOffsets) {
const rx = anim.playerX + off.dx;
const ry = anim.playerY + off.dy;
if (rx >= roomStartX && rx <= roomEndX && ry >= roomStartY && ry <= roomEndY) {
display.draw(rx, ry, floorTile, ringColor, 'transparent');
}
}
}
}
// 👹👹👹 MONSTER PACK - Multiple monsters descending
for (let i = 0; i < anim.monsters.length; i++) {
const m = anim.monsters[i];
if (m.x >= roomStartX - 1 && m.x <= roomEndX + 1 && m.y >= roomStartY && m.y <= roomEndY) {
const menacePulse = 0.4 + Math.sin(time / 150 + i) * 0.4;
const fearColor = `rgba(255, 30, 30, ${menacePulse})`;
const floorTile = GameTiles.getFloorTile();
display.draw(m.x, m.y, [floorTile, "~"],
[`rgba(100, 80, 60, 0.1)`, fearColor], ["transparent", "transparent"]);
// Shadow around each monster
const shadowRadius = 1.5;
for (let sx = m.x - 1; sx <= m.x + 1; sx++) {
for (let sy = m.y - 1; sy <= m.y + 1; sy++) {
if (sx >= roomStartX && sx <= roomEndX && sy >= roomStartY && sy <= roomEndY) {
const dist = Math.sqrt((sx - m.x) ** 2 + (sy - m.y) ** 2);
if (dist <= shadowRadius && !(sx === m.x && sy === m.y)) {
const shadowIntensity = 0.15 + Math.sin(time / 200 + i) * 0.1;
display.draw(sx, sy, floorTile, `rgba(80, 0, 0, ${shadowIntensity})`, "transparent");
}
}
}
}
}
}
// 💀 DEATH EFFECT when devoured
if (anim.phase === 'devoured' && anim.playerX === -1) {
const deathX = anim.deathX || 25;
const deathY = anim.deathY || 12;
const deathAge = anim.frameCount - (anim.deathFrame || 0);
// Expanding skull/bone particles
if (deathAge < 30) {
const expandRadius = 1 + deathAge * 0.2;
const fadeOut = Math.max(0, 1 - deathAge / 30);
for (let angle = 0; angle < 6; angle++) {
const particleAngle = (angle / 6) * Math.PI * 2;
const px = Math.round(deathX + Math.cos(particleAngle) * expandRadius);
const py = Math.round(deathY + Math.sin(particleAngle) * expandRadius * 0.5);
if (px >= roomStartX && px <= roomEndX && py >= roomStartY && py <= roomEndY) {
const particleChar = angle % 2 === 0 ? "%" : "*";
display.draw(px, py, particleChar, `rgba(255, 50, 50, ${fadeOut * 0.8})`, "transparent");
}
}
// Central skull briefly
if (deathAge < 15) {
display.draw(deathX, deathY, "☠", `rgba(255, 255, 255, ${fadeOut})`, "transparent");
}
}
}
// 🚪 PORTALS
const portalPulse = 0.3 + Math.sin(time / 400) * 0.2;
const entranceGlow = `rgba(50, 255, 50, ${portalPulse})`;
const exitGlow = `rgba(255, 100, 255, ${portalPulse})`;
display.draw(roomStartX - 1, 12, '<', entranceGlow, "transparent");
display.draw(roomEndX + 1, 12, '>', exitGlow, "transparent");
// 🏆 ESCAPE SUCCESS indicator
if (anim.phase === 'escaped') {
const successPulse = 0.6 + Math.sin(time / 150) * 0.4;
drawCenteredTextFn(y + 10, "✨ ESCAPED! ✨");
}
},
updatePaymentAnimation: function() {
const anim = this._paymentAnimation;
anim.frameCount++;
// Animate every 5 frames for smooth but readable movement
if (anim.frameCount % 5 !== 0) return;
const roomStartX = 6;
const roomEndX = 44;
switch(anim.phase) {
case 'approach':
// Player moves toward treasure
if (anim.playerX < anim.treasureX - 1) {
anim.playerX++;
} else {
// Player grabs treasure!
anim.hasTreasure = true;
anim.phase = 'grab';
anim.grabFrame = anim.frameCount;
}
break;
case 'grab':
// Brief pause to show player got treasure
if (anim.frameCount - anim.grabFrame > 8) {
// Spawn monster pack from the edges
anim.monsters = [];
const monsterCount = 4 + Math.floor(Math.random() * 3); // 4-6 monsters
for (let i = 0; i < monsterCount; i++) {
// Monsters spawn from various directions
const side = i % 4;
let mx, my;
switch(side) {
case 0: // Left
mx = roomStartX - 1;
my = 10 + Math.floor(Math.random() * 5);
break;
case 1: // Right
mx = roomEndX + 1;
my = 10 + Math.floor(Math.random() * 5);
break;
case 2: // Top-ish
mx = 15 + Math.floor(Math.random() * 20);
my = 8;
break;
case 3: // Bottom-ish
mx = 15 + Math.floor(Math.random() * 20);
my = 16;
break;
}
anim.monsters.push({x: mx, y: my, speed: 0.8 + Math.random() * 0.4});
}
anim.phase = anim.outcome; // 'escape' or 'devoured'
}
break;
case 'escape':
// Player runs toward exit, monsters chase but player escapes
if (anim.playerX < roomEndX + 2) {
anim.playerX += 2; // Player moves fast when escaping!
} else {
anim.phase = 'escaped';
anim.escapedFrame = anim.frameCount;
}
// Monsters chase but stay slightly behind
for (const m of anim.monsters) {
if (m.x < anim.playerX - 3) {
m.x += m.speed;
}
// Move toward player's Y
if (m.y < anim.playerY) m.y += 0.3;
else if (m.y > anim.playerY) m.y -= 0.3;
}
break;
case 'devoured':
// Monsters converge on player and destroy them
let allConverged = true;
for (const m of anim.monsters) {
const dx = anim.playerX - m.x;
const dy = anim.playerY - m.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 1) {
allConverged = false;
m.x += (dx / dist) * m.speed;
m.y += (dy / dist) * m.speed * 0.6;
}
}
if (allConverged && anim.playerX !== -1) {
// Player is devoured!
anim.deathX = anim.playerX;
anim.deathY = anim.playerY;
anim.deathFrame = anim.frameCount;
anim.playerX = -1; // Player vanishes
}
// After death animation, reset
if (anim.playerX === -1 && anim.frameCount - anim.deathFrame > 40) {
this.resetPaymentAnimation();
}
break;
case 'escaped':
// Brief celebration then reset
if (anim.frameCount - anim.escapedFrame > 25) {
this.resetPaymentAnimation();
}
// Monsters wander off
for (const m of anim.monsters) {
m.x += (Math.random() - 0.5) * 2;
}
break;
}
},
resetPaymentAnimation: function() {
// Determine outcome for this cycle (60% escape, 40% devoured)
const outcome = Math.random() < 0.6 ? 'escape' : 'devoured';
// Slight variation in starting positions
const playerStart = 8 + Math.floor(Math.random() * 3);
const treasurePos = 22 + Math.floor(Math.random() * 8);
this._paymentAnimation = {
playerX: playerStart,
playerY: 12,
treasureX: treasurePos,
treasureY: 12,
monsters: [],
phase: 'approach',
frameCount: 0,
outcome: outcome,
hasTreasure: false
};
},
updateAnimation: function() {
const anim = this._waitingAnimation;
anim.frameCount++;
@@ -459,6 +837,7 @@ var WaitingScreenAnimator = {
}
this._animating = false;
this.resetAnimation();
this.resetPaymentAnimation();
},
isAnimationEnabled: function() {