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