mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-18 06:41:27 +02:00
waiting anim working
This commit is contained in:
@@ -21,6 +21,7 @@
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<!-- Modular game components (order matters for dependencies) -->
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<script src="js/displayManager.js"></script>
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<script src="js/waitingScreenAnimator.js"></script>
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<script src="js/screenManager.js"></script>
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<script src="js/renderEngine.js"></script>
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<script src="js/gameState.js"></script>
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+1
-1
@@ -26,7 +26,7 @@ var options = {
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gameConfig: {
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playerType: "@", // Options: "@", "@2"
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treasureType: "$W", // Options: "$W" (Wownero), "$M" (Monero), "$B" (Bitcoin), "$" (Regular)
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monsterType: "~", // Options: "~", "~2"
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monsterType: "~2", // Options: "~", "~2"
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// Floor tile configuration
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primaryFloor: "'1", // Main floor tile (99% of floors)
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+46
-391
@@ -5,19 +5,6 @@ var ScreenManager = {
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_blockTimer: null,
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_updateInterval: null, // Track the update interval separately
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_waitingForBlock: false,
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_animationEnabled: true,
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_waitingAnimation: {
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frame: 0,
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playerX: 8,
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playerY: 12,
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monsterX: 5,
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monsterY: 12,
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treasureX: 35,
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treasureY: 12,
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phase: 'enter',
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frameCount: 0,
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direction: 1
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},
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init: function(screenWidth, screenHeight) {
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this._screenWidth = screenWidth;
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@@ -25,6 +12,11 @@ var ScreenManager = {
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this._currentBlockHeight = 0;
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this._waitingForBlock = false;
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this._updateInterval = null; // Initialize update interval tracker
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// Initialize the waiting screen animator
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if (typeof WaitingScreenAnimator !== 'undefined') {
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WaitingScreenAnimator.init();
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}
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},
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drawText: function(x, y, text) {
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@@ -134,354 +126,10 @@ var ScreenManager = {
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drawStaticWaitingScreen: function() {
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if (!DisplayManager.ensureDisplay()) return;
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const display = DisplayManager.getDisplay();
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// Draw border
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this.drawBorder();
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let y = Math.floor(this._screenHeight / 2) - 2;
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this.drawCenteredText(y, "Waiting for next block...");
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this.drawCenteredText(y + 1, "Your game will start soon");
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// Draw a simple but elegant static dungeon scene
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const centerX = Math.floor(this._screenWidth / 2);
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const roomY = y + 3;
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// Draw a simple room outline
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const roomWidth = 12;
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const startX = centerX - Math.floor(roomWidth / 2);
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// Room walls
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for (let x = startX; x < startX + roomWidth; x++) {
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display.draw(x, roomY - 1, "#", "transparent", "transparent"); // Top wall
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display.draw(x, roomY + 1, "#", "transparent", "transparent"); // Bottom wall
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}
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display.draw(startX - 1, roomY, "#", "transparent", "transparent"); // Left wall
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display.draw(startX + roomWidth, roomY, "#", "transparent", "transparent"); // Right wall
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// Floor tiles
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for (let x = startX; x < startX + roomWidth; x++) {
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display.draw(x, roomY, GameTiles.getFloorTile(), "white", "transparent");
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}
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// Entrance and exit
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display.draw(startX - 2, roomY, "<", "transparent", "transparent"); // Entrance
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display.draw(startX + roomWidth + 1, roomY, ">", "transparent", "transparent"); // Exit
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// Characters in static positions
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display.draw(startX + 2, roomY, GameTiles.getPlayerTile(), "white", "transparent"); // Player
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display.draw(centerX, roomY, GameTiles.getTreasureTile(), "white", "transparent"); // Treasure
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display.draw(startX + roomWidth - 2, roomY, GameTiles.getMonsterTile(), "white", "transparent"); // Monster
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// Add some decorative floor elements
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display.draw(startX + 1, roomY, GameTiles.getFloorTile(true), "white", "transparent"); // Floor variation
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display.draw(startX + roomWidth - 1, roomY, GameTiles.getFloorTile(true), "white", "transparent"); // Floor variation
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},
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drawAnimatedWaitingScreen: function() {
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if (!DisplayManager.ensureDisplay()) return;
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const display = DisplayManager.getDisplay();
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// Draw border
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this.drawBorder();
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// Fixed-position animated text
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let y = Math.floor(this._screenHeight / 2) - 8;
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const baseText = "Waiting for next block";
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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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this.drawCenteredText(y, `${baseText}${paddedDots}`);
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// ✨ EPIC DUNGEON SCENE WITH PROPER TRANSPARENCY ✨
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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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const time = Date.now();
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// 🏛️ BASE DUNGEON FLOOR - Dark stone with subtle variation
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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 < this._screenWidth && dy >= 0 && dy < this._screenHeight) {
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const floorTile = GameTiles.getFloorTile(true);
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// Dark atmospheric base - no white foregrounds!
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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 - Ancient stone with moss
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for (let x = roomStartX - 1; x <= roomEndX + 1; x++) {
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if (x >= 0 && x < this._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 < this._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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// 🔥 MYSTICAL TORCHES - Dancing flames with heat distortion
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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 < this._screenWidth && torch.y >= 0 && torch.y < this._screenHeight) {
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// Main torch flame - animated intensity with tile stack
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const flameIntensity = 0.7 + Math.sin(time / 120 + i * 1.2) * 0.3;
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const flameColor = `rgba(255, ${100 + flameIntensity * 100}, 20, ${flameIntensity})`;
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// Use tile stack: wall + torch for proper layering
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const wallGlow = 0.2 + Math.sin(time * 0.001 + torch.x * 0.1) * 0.1;
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const ch = ["#", "torch"];
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const fg = [`rgba(80, 70, 50, ${wallGlow})`, flameColor];
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const bg = ["transparent", "transparent"];
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display.draw(torch.x, torch.y, ch, fg, bg);
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// Heat distortion around torch
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const heatPositions = [
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{x: torch.x, y: torch.y - 1}, {x: torch.x, y: torch.y + 1},
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{x: torch.x - 1, y: torch.y}, {x: torch.x + 1, y: torch.y}
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];
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for (let heat of heatPositions) {
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if (heat.x >= roomStartX && heat.x <= roomEndX && heat.y >= roomStartY && heat.y <= roomEndY) {
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const shimmer = 0.1 + Math.sin(time / 80 + heat.x + heat.y) * 0.05;
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const floorTile = GameTiles.getFloorTile();
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display.draw(heat.x, heat.y, floorTile, `rgba(255, 150, 50, ${shimmer})`, "transparent");
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}
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}
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// Torch light radius - warm orange glow
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const lightRadius = 3 + Math.sin(time / 200 + i) * 0.5;
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for (let lx = torch.x - 3; lx <= torch.x + 3; lx++) {
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for (let ly = torch.y - 3; ly <= torch.y + 3; ly++) {
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if (lx >= roomStartX && lx <= roomEndX && ly >= roomStartY && ly <= roomEndY) {
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const dist = Math.sqrt((lx - torch.x) ** 2 + (ly - torch.y) ** 2);
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if (dist <= lightRadius) {
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const lightIntensity = Math.max(0, (lightRadius - dist) / lightRadius);
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const warmth = 0.05 + lightIntensity * 0.15;
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const floorTile = GameTiles.getFloorTile();
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display.draw(lx, ly, floorTile, `rgba(255, 180, 80, ${warmth})`, "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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// Update character positions
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this.updateWaitingAnimation();
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const anim = this._waitingAnimation;
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// 💎 LEGENDARY TREASURE - Pulsating with magical energy
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if (anim.treasureX >= 0 && anim.treasureX < this._screenWidth) {
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const treasurePulse = 0.6 + Math.sin(time / 250) * 0.4;
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const magicShimmer = Math.sin(time / 100) * 0.3 + 0.7;
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// Main treasure glow with tile stack
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const treasureGlow = `rgba(255, 215, 0, ${treasurePulse})`;
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const floorTile = GameTiles.getFloorTile();
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const baseAlpha = 0.1 + Math.sin(anim.treasureX * 0.2 + anim.treasureY * 0.3) * 0.05;
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const ch = [floorTile, GameTiles.getTreasureTile()];
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const fg = [`rgba(100, 80, 60, ${baseAlpha})`, treasureGlow];
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const bg = ["transparent", "transparent"];
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display.draw(anim.treasureX, anim.treasureY, ch, fg, bg);
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// Magic sparkles around treasure
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const sparklePositions = [
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{x: anim.treasureX - 1, y: anim.treasureY - 1},
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{x: anim.treasureX + 1, y: anim.treasureY + 1},
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{x: anim.treasureX - 1, y: anim.treasureY + 1},
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{x: anim.treasureX + 1, y: anim.treasureY - 1}
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];
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for (let sparkle of sparklePositions) {
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if (sparkle.x >= roomStartX && sparkle.x <= roomEndX && sparkle.y >= roomStartY && sparkle.y <= roomEndY) {
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const sparkleIntensity = Math.max(0, Math.sin(time / 150 + sparkle.x + sparkle.y) * 0.4);
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if (sparkleIntensity > 0.2) {
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const floorTile = GameTiles.getFloorTile();
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display.draw(sparkle.x, sparkle.y, floorTile, `rgba(255, 255, 150, ${sparkleIntensity})`, "transparent");
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}
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}
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}
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}
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// 🧙♂️ HEROIC PLAYER - Glowing with determination
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if (anim.playerX >= 0 && anim.playerX < this._screenWidth) {
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// Player aura - heroic blue/white glow
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const heroGlow = 0.4 + Math.sin(time / 300) * 0.2;
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const heroColor = `rgba(100, 150, 255, ${heroGlow})`;
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// Use tile stack: floor + player for proper layering
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const floorTile = GameTiles.getFloorTile();
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const baseAlpha = 0.1 + Math.sin(anim.playerX * 0.2 + anim.playerY * 0.3) * 0.05;
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const ch = [floorTile, "@"];
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const fg = [`rgba(100, 80, 60, ${baseAlpha})`, heroColor];
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const bg = ["transparent", "transparent"];
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display.draw(anim.playerX, anim.playerY, ch, fg, bg);
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// Light footsteps behind player
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if (anim.phase === 'enter' || anim.phase === 'escape') {
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const footstepX = anim.playerX - 1;
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if (footstepX >= roomStartX && footstepX <= roomEndX) {
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const footstepGlow = Math.max(0, Math.sin(time / 400) * 0.2);
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const floorTile = GameTiles.getFloorTile();
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display.draw(footstepX, anim.playerY, floorTile, `rgba(150, 200, 255, ${footstepGlow})`, "transparent");
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}
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}
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}
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// 👹 TERRIFYING MONSTER - Darkness incarnate with red menace
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if (anim.monsterX >= 0 && anim.monsterX < this._screenWidth) {
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// Monster's menacing red glow - more intense than before
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const menacePulse = 0.3 + Math.sin(time / 180) * 0.4;
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const fearColor = `rgba(255, 30, 30, ${menacePulse})`;
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// Use tile stack: floor + monster for proper layering
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const floorTile = GameTiles.getFloorTile();
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const baseAlpha = 0.1 + Math.sin(anim.monsterX * 0.2 + anim.monsterY * 0.3) * 0.05;
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const ch = [floorTile, "~"];
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const fg = [`rgba(100, 80, 60, ${baseAlpha})`, fearColor];
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const bg = ["transparent", "transparent"];
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display.draw(anim.monsterX, anim.monsterY, ch, fg, bg);
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// Spreading darkness around monster
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const shadowRadius = 2 + Math.sin(time / 220) * 0.5;
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for (let sx = anim.monsterX - 2; sx <= anim.monsterX + 2; sx++) {
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for (let sy = anim.monsterY - 2; sy <= anim.monsterY + 2; sy++) {
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if (sx >= roomStartX && sx <= roomEndX && sy >= roomStartY && sy <= roomEndY) {
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const dist = Math.sqrt((sx - anim.monsterX) ** 2 + (sy - anim.monsterY) ** 2);
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if (dist <= shadowRadius && !(sx === anim.monsterX && sy === anim.monsterY)) {
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const shadowIntensity = Math.max(0, (shadowRadius - dist) / shadowRadius * 0.3);
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const darkPulse = Math.sin(time / 300 + dist) * 0.1;
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const floorTile = GameTiles.getFloorTile();
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display.draw(sx, sy, floorTile, `rgba(100, 0, 0, ${shadowIntensity + darkPulse})`, "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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// 🚪 MYSTICAL PORTALS - Entrance and exit with swirling energy
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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})`; // Green entrance
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const exitGlow = `rgba(255, 100, 255, ${portalPulse})`; // Purple exit
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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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},
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updateWaitingAnimation: function() {
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const anim = this._waitingAnimation;
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anim.frameCount++;
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// Smooth animation timing - update every 4 frames for fluid movement
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if (anim.frameCount % 4 !== 0) return;
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switch(anim.phase) {
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case 'enter':
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// Player enters from left, smooth movement toward treasure
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if (anim.playerX < anim.treasureX - 2) {
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anim.playerX++;
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} else {
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anim.phase = 'monster_enter';
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}
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break;
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case 'monster_enter':
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// Monster enters and starts chase
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if (anim.monsterX < anim.playerX - 3) {
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anim.monsterX++;
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} else {
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anim.phase = 'chase';
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}
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break;
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case 'chase':
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// Dramatic chase sequence - both moving
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if (anim.playerX < anim.treasureX) {
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anim.playerX++;
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if (anim.monsterX < anim.playerX - 2) {
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anim.monsterX++;
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}
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} else {
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anim.treasureX = -1; // Player gets treasure
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anim.phase = Math.random() < 0.7 ? 'escape' : 'caught';
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}
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break;
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case 'escape':
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// Player successfully escapes with treasure
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if (anim.playerX < 46) {
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anim.playerX++;
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if (anim.monsterX < anim.playerX - 1) {
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anim.monsterX++;
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}
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} else {
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anim.phase = 'exit';
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}
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break;
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case 'caught':
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// Monster catches player - dramatic end
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if (anim.monsterX < anim.playerX) {
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anim.monsterX++;
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} else {
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anim.playerX = -1; // Player vanishes
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anim.phase = 'exit';
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}
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break;
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case 'exit':
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// Brief pause then reset
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if (anim.frameCount > anim.frameCount + 20) {
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this.resetWaitingAnimation();
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} else {
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// Monster exits
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if (anim.monsterX < 48) {
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anim.monsterX++;
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}
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}
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break;
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}
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},
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resetWaitingAnimation: function() {
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this._waitingAnimation = {
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frame: 0,
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playerX: 8, // Start near entrance
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playerY: 12,
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monsterX: 5, // Start at entrance
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monsterY: 12,
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treasureX: 35, // Treasure near exit
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treasureY: 12,
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phase: 'enter',
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frameCount: 0,
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direction: 1
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};
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},
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toggleAnimation: function() {
|
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this._animationEnabled = !this._animationEnabled;
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console.log("Animation toggled:", this._animationEnabled ? "enabled" : "disabled");
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if (!this._animationEnabled) {
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this.resetWaitingAnimation();
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if (typeof WaitingScreenAnimator !== 'undefined') {
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||||
WaitingScreenAnimator.toggleAnimation();
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}
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||||
},
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||||
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||||
@@ -587,20 +235,39 @@ var ScreenManager = {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
DisplayManager.clearDisplay();
|
||||
|
||||
console.log("🎬 Drawing waiting screen, animation enabled:", this._animationEnabled);
|
||||
const animationEnabled = (typeof WaitingScreenAnimator !== 'undefined') ?
|
||||
WaitingScreenAnimator.isAnimationEnabled() : false;
|
||||
|
||||
if (this._animationEnabled) {
|
||||
this.drawAnimatedWaitingScreen();
|
||||
console.log("🎬 Drawing waiting screen, animation enabled:", animationEnabled);
|
||||
|
||||
// Delegate to WaitingScreenAnimator with proper parameters
|
||||
if (typeof WaitingScreenAnimator !== 'undefined') {
|
||||
if (animationEnabled) {
|
||||
WaitingScreenAnimator.drawAnimatedWaitingScreen(
|
||||
this._screenWidth,
|
||||
this._screenHeight,
|
||||
this.drawBorder.bind(this),
|
||||
this.drawCenteredText.bind(this)
|
||||
);
|
||||
} else {
|
||||
WaitingScreenAnimator.drawStaticWaitingScreen(
|
||||
this._screenWidth,
|
||||
this._screenHeight,
|
||||
this.drawBorder.bind(this),
|
||||
this.drawCenteredText.bind(this)
|
||||
);
|
||||
}
|
||||
} else {
|
||||
this.drawStaticWaitingScreen();
|
||||
// Fallback if WaitingScreenAnimator is not available
|
||||
this.drawFallbackWaitingScreen();
|
||||
}
|
||||
|
||||
// Show the animation toggle button
|
||||
this.showAnimationButton();
|
||||
|
||||
// Start animation loop if not already running
|
||||
if (this._animationEnabled && !this._waitingAnimationInterval) {
|
||||
this.startWaitingAnimation();
|
||||
if (animationEnabled && typeof WaitingScreenAnimator !== 'undefined') {
|
||||
WaitingScreenAnimator.startAnimation();
|
||||
}
|
||||
},
|
||||
|
||||
@@ -615,7 +282,10 @@ var ScreenManager = {
|
||||
if (animButton) {
|
||||
animButton.style.display = 'inline-block';
|
||||
animButton.style.visibility = 'visible';
|
||||
animButton.textContent = this._animationEnabled ? '🎬 DISABLE ANIMATION' : '🎬 ENABLE ANIMATION';
|
||||
|
||||
const animationEnabled = (typeof WaitingScreenAnimator !== 'undefined') ?
|
||||
WaitingScreenAnimator.isAnimationEnabled() : false;
|
||||
animButton.textContent = animationEnabled ? '🎬 DISABLE ANIMATION' : '🎬 ENABLE ANIMATION';
|
||||
console.log("✅ Animation button shown:", animButton.textContent);
|
||||
} else {
|
||||
console.warn("❌ Animation button element not found!");
|
||||
@@ -649,35 +319,20 @@ var ScreenManager = {
|
||||
return true;
|
||||
},
|
||||
|
||||
startWaitingAnimation: function() {
|
||||
// Clear any existing interval
|
||||
if (this._waitingAnimationInterval) {
|
||||
clearInterval(this._waitingAnimationInterval);
|
||||
}
|
||||
|
||||
// Start new animation loop
|
||||
this._waitingAnimationInterval = setInterval(() => {
|
||||
if (this._animationEnabled && !GameState.isGameActive()) {
|
||||
this.drawWaitingScreen();
|
||||
} else {
|
||||
this.stopWaitingAnimation();
|
||||
}
|
||||
}, 100); // 10 FPS animation
|
||||
},
|
||||
|
||||
stopWaitingAnimation: function() {
|
||||
if (this._waitingAnimationInterval) {
|
||||
clearInterval(this._waitingAnimationInterval);
|
||||
this._waitingAnimationInterval = null;
|
||||
}
|
||||
this.resetWaitingAnimation();
|
||||
},
|
||||
|
||||
stopWaitingScreen: function() {
|
||||
this.stopWaitingAnimation();
|
||||
if (typeof WaitingScreenAnimator !== 'undefined') {
|
||||
WaitingScreenAnimator.stopAnimation();
|
||||
}
|
||||
this.hideAnimationButton();
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
DisplayManager.clearDisplay();
|
||||
},
|
||||
|
||||
drawFallbackWaitingScreen: function() {
|
||||
this.drawBorder();
|
||||
let y = Math.floor(this._screenHeight / 2) - 1;
|
||||
this.drawCenteredText(y, "Waiting for next block...");
|
||||
this.drawCenteredText(y + 1, "Loading animation module...");
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,400 @@
|
||||
// WaitingScreenAnimator - Handles waiting screen animations and visual effects
|
||||
var WaitingScreenAnimator = {
|
||||
_animationEnabled: true,
|
||||
_waitingAnimationInterval: null,
|
||||
_waitingAnimation: {
|
||||
frame: 0,
|
||||
playerX: 8,
|
||||
playerY: 12,
|
||||
monsterX: 5,
|
||||
monsterY: 12,
|
||||
treasureX: 35,
|
||||
treasureY: 12,
|
||||
phase: 'enter',
|
||||
frameCount: 0,
|
||||
direction: 1
|
||||
},
|
||||
|
||||
init: function() {
|
||||
this._animationEnabled = true;
|
||||
this._waitingAnimationInterval = null;
|
||||
this.resetAnimation();
|
||||
},
|
||||
|
||||
drawStaticWaitingScreen: function(screenWidth, screenHeight, drawBorderFn, drawCenteredTextFn) {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
const display = DisplayManager.getDisplay();
|
||||
|
||||
// Draw border
|
||||
drawBorderFn();
|
||||
|
||||
let y = Math.floor(screenHeight / 2) - 2;
|
||||
drawCenteredTextFn(y, "Waiting for next block...");
|
||||
drawCenteredTextFn(y + 1, "Your game will start soon");
|
||||
|
||||
// Draw a simple but elegant static dungeon scene
|
||||
const centerX = Math.floor(screenWidth / 2);
|
||||
const roomY = y + 3;
|
||||
|
||||
// Draw a simple room outline
|
||||
const roomWidth = 12;
|
||||
const startX = centerX - Math.floor(roomWidth / 2);
|
||||
|
||||
// Room walls
|
||||
for (let x = startX; x < startX + roomWidth; x++) {
|
||||
display.draw(x, roomY - 1, "#", "transparent", "transparent"); // Top wall
|
||||
display.draw(x, roomY + 1, "#", "transparent", "transparent"); // Bottom wall
|
||||
}
|
||||
display.draw(startX - 1, roomY, "#", "transparent", "transparent"); // Left wall
|
||||
display.draw(startX + roomWidth, roomY, "#", "transparent", "transparent"); // Right wall
|
||||
|
||||
// Floor tiles
|
||||
for (let x = startX; x < startX + roomWidth; x++) {
|
||||
display.draw(x, roomY, GameTiles.getFloorTile(), "white", "transparent");
|
||||
}
|
||||
|
||||
// Entrance and exit
|
||||
display.draw(startX - 2, roomY, "<", "transparent", "transparent"); // Entrance
|
||||
display.draw(startX + roomWidth + 1, roomY, ">", "transparent", "transparent"); // Exit
|
||||
|
||||
// Characters in static positions
|
||||
display.draw(startX + 2, roomY, GameTiles.getPlayerTile(), "white", "transparent"); // Player
|
||||
display.draw(centerX, roomY, GameTiles.getTreasureTile(), "white", "transparent"); // Treasure
|
||||
display.draw(startX + roomWidth - 2, roomY, GameTiles.getMonsterTile(), "white", "transparent"); // Monster
|
||||
|
||||
// Add some decorative floor elements
|
||||
display.draw(startX + 1, roomY, GameTiles.getFloorTile(true), "white", "transparent"); // Floor variation
|
||||
display.draw(startX + roomWidth - 1, roomY, GameTiles.getFloorTile(true), "white", "transparent"); // Floor variation
|
||||
},
|
||||
|
||||
drawAnimatedWaitingScreen: function(screenWidth, screenHeight, drawBorderFn, drawCenteredTextFn) {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
const display = DisplayManager.getDisplay();
|
||||
|
||||
// Draw border
|
||||
drawBorderFn();
|
||||
|
||||
// Fixed-position animated text
|
||||
let y = Math.floor(screenHeight / 2) - 8;
|
||||
const baseText = "Awaiting next block";
|
||||
const dots = ".".repeat((Math.floor(Date.now() / 500) % 4));
|
||||
const paddedDots = dots.padEnd(3, " ");
|
||||
drawCenteredTextFn(y, `${baseText}${paddedDots}`);
|
||||
|
||||
// ✨ EPIC DUNGEON SCENE WITH PROPER TRANSPARENCY ✨
|
||||
const roomStartX = 6;
|
||||
const roomEndX = 44;
|
||||
const roomStartY = 8;
|
||||
const roomEndY = 16;
|
||||
const time = Date.now();
|
||||
|
||||
// 🏛️ BASE DUNGEON FLOOR - Dark stone with subtle variation
|
||||
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);
|
||||
|
||||
// Dark atmospheric base - no white foregrounds!
|
||||
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 - Ancient stone with moss
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
// 🔥 MYSTICAL TORCHES - Dancing flames with heat distortion
|
||||
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) {
|
||||
// Main torch flame - animated intensity with tile stack
|
||||
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})`;
|
||||
|
||||
// Use tile stack for proper layering: wall + torch
|
||||
const ch = ["#", "torch"];
|
||||
const fg = [wallColor, flameColor];
|
||||
const bg = ["transparent", "transparent"];
|
||||
display.draw(torch.x, torch.y, ch, fg, bg);
|
||||
|
||||
// Light pool around torch - warm orange glow
|
||||
const lightRadius = 3 + Math.sin(time / 200 + i) * 0.5;
|
||||
for (let lx = torch.x - 3; lx <= torch.x + 3; lx++) {
|
||||
for (let ly = torch.y - 3; ly <= torch.y + 3; ly++) {
|
||||
if (lx >= roomStartX && lx <= roomEndX && ly >= roomStartY && ly <= roomEndY) {
|
||||
const dist = Math.sqrt((lx - torch.x) ** 2 + (ly - torch.y) ** 2);
|
||||
if (dist <= lightRadius) {
|
||||
const lightIntensity = Math.max(0, (lightRadius - dist) / lightRadius);
|
||||
const warmth = 0.05 + lightIntensity * 0.15;
|
||||
const floorTile = GameTiles.getFloorTile();
|
||||
display.draw(lx, ly, floorTile, `rgba(255, 180, 80, ${warmth})`, "transparent");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update character positions
|
||||
this.updateAnimation();
|
||||
const anim = this._waitingAnimation;
|
||||
|
||||
// 💎 LEGENDARY TREASURE - Pulsating with magical energy
|
||||
if (anim.treasureX >= 0 && anim.treasureX < screenWidth) {
|
||||
// Treasure magical effects - golden glow with sparkles
|
||||
const treasurePulse = 0.6 + Math.sin(time / 250) * 0.4;
|
||||
const magicShimmer = Math.sin(time / 100) * 0.3 + 0.7;
|
||||
|
||||
// Main treasure glow with tile stack
|
||||
const treasureGlow = `rgba(255, 215, 0, ${treasurePulse})`;
|
||||
const floorTile = GameTiles.getFloorTile();
|
||||
const baseAlpha = 0.1 + Math.sin(anim.treasureX * 0.2 + anim.treasureY * 0.3) * 0.05;
|
||||
const ch = [floorTile, GameTiles.getTreasureTile()];
|
||||
const fg = [`rgba(100, 80, 60, ${baseAlpha})`, treasureGlow];
|
||||
const bg = ["transparent", "transparent"];
|
||||
display.draw(anim.treasureX, anim.treasureY, ch, fg, bg);
|
||||
|
||||
// Magic sparkles around treasure
|
||||
const sparklePositions = [
|
||||
{x: anim.treasureX - 1, y: anim.treasureY - 1},
|
||||
{x: anim.treasureX + 1, y: anim.treasureY + 1},
|
||||
{x: anim.treasureX - 1, y: anim.treasureY + 1},
|
||||
{x: anim.treasureX + 1, y: anim.treasureY - 1}
|
||||
];
|
||||
|
||||
for (let sparkle of sparklePositions) {
|
||||
if (sparkle.x >= roomStartX && sparkle.x <= roomEndX && sparkle.y >= roomStartY && sparkle.y <= roomEndY) {
|
||||
const sparkleIntensity = Math.max(0, Math.sin(time / 150 + sparkle.x + sparkle.y) * 0.4);
|
||||
if (sparkleIntensity > 0.2) {
|
||||
const floorTile = GameTiles.getFloorTile();
|
||||
display.draw(sparkle.x, sparkle.y, floorTile, `rgba(255, 255, 150, ${sparkleIntensity})`, "transparent");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 🧙♂️ HEROIC PLAYER - Glowing with determination
|
||||
if (anim.playerX >= 0 && anim.playerX < screenWidth) {
|
||||
// Player aura - heroic blue/white glow
|
||||
const heroGlow = 0.4 + Math.sin(time / 300) * 0.2;
|
||||
const heroColor = `rgba(100, 150, 255, ${heroGlow})`;
|
||||
|
||||
// Use tile stack: floor + player for proper layering
|
||||
const floorTile = GameTiles.getFloorTile();
|
||||
const baseAlpha = 0.1 + Math.sin(anim.playerX * 0.2 + anim.playerY * 0.3) * 0.05;
|
||||
const ch = [floorTile, "@"];
|
||||
const fg = [`rgba(100, 80, 60, ${baseAlpha})`, heroColor];
|
||||
const bg = ["transparent", "transparent"];
|
||||
display.draw(anim.playerX, anim.playerY, ch, fg, bg);
|
||||
|
||||
// Light footsteps behind player
|
||||
if (anim.phase === 'enter' || anim.phase === 'escape') {
|
||||
const footstepX = anim.playerX - 1;
|
||||
if (footstepX >= roomStartX && footstepX <= roomEndX) {
|
||||
const footstepGlow = Math.max(0, Math.sin(time / 400) * 0.2);
|
||||
const floorTile = GameTiles.getFloorTile();
|
||||
display.draw(footstepX, anim.playerY, floorTile, `rgba(150, 200, 255, ${footstepGlow})`, "transparent");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 👹 TERRIFYING MONSTER - Darkness incarnate with red menace
|
||||
if (anim.monsterX >= 0 && anim.monsterX < screenWidth) {
|
||||
// Monster's menacing red glow - more intense than before
|
||||
const menacePulse = 0.3 + Math.sin(time / 180) * 0.4;
|
||||
const fearColor = `rgba(255, 30, 30, ${menacePulse})`;
|
||||
|
||||
// Use tile stack: floor + monster for proper layering
|
||||
const floorTile = GameTiles.getFloorTile();
|
||||
const baseAlpha = 0.1 + Math.sin(anim.monsterX * 0.2 + anim.monsterY * 0.3) * 0.05;
|
||||
const ch = [floorTile, "~"];
|
||||
const fg = [`rgba(100, 80, 60, ${baseAlpha})`, fearColor];
|
||||
const bg = ["transparent", "transparent"];
|
||||
display.draw(anim.monsterX, anim.monsterY, ch, fg, bg);
|
||||
|
||||
// Spreading darkness around monster
|
||||
const shadowRadius = 2 + Math.sin(time / 220) * 0.5;
|
||||
for (let sx = anim.monsterX - 2; sx <= anim.monsterX + 2; sx++) {
|
||||
for (let sy = anim.monsterY - 2; sy <= anim.monsterY + 2; sy++) {
|
||||
if (sx >= roomStartX && sx <= roomEndX && sy >= roomStartY && sy <= roomEndY) {
|
||||
const dist = Math.sqrt((sx - anim.monsterX) ** 2 + (sy - anim.monsterY) ** 2);
|
||||
if (dist <= shadowRadius && !(sx === anim.monsterX && sy === anim.monsterY)) {
|
||||
const shadowIntensity = Math.max(0, (shadowRadius - dist) / shadowRadius * 0.3);
|
||||
const darkPulse = Math.sin(time / 300 + dist) * 0.1;
|
||||
const floorTile = GameTiles.getFloorTile();
|
||||
display.draw(sx, sy, floorTile, `rgba(100, 0, 0, ${shadowIntensity + darkPulse})`, "transparent");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 🚪 MYSTICAL PORTALS - Entrance and exit with swirling energy
|
||||
const portalPulse = 0.3 + Math.sin(time / 400) * 0.2;
|
||||
const entranceGlow = `rgba(50, 255, 50, ${portalPulse})`; // Green entrance
|
||||
const exitGlow = `rgba(255, 100, 255, ${portalPulse})`; // Purple exit
|
||||
|
||||
display.draw(roomStartX - 1, 12, '<', entranceGlow, "transparent");
|
||||
display.draw(roomEndX + 1, 12, '>', exitGlow, "transparent");
|
||||
},
|
||||
|
||||
updateAnimation: function() {
|
||||
const anim = this._waitingAnimation;
|
||||
anim.frameCount++;
|
||||
|
||||
// Smooth animation timing - update every 4 frames for fluid movement
|
||||
if (anim.frameCount % 4 !== 0) return;
|
||||
|
||||
switch(anim.phase) {
|
||||
case 'enter':
|
||||
// Player enters from left, smooth movement toward treasure
|
||||
if (anim.playerX < anim.treasureX - 2) {
|
||||
anim.playerX++;
|
||||
} else {
|
||||
anim.phase = 'monster_enter';
|
||||
}
|
||||
break;
|
||||
|
||||
case 'monster_enter':
|
||||
// Monster enters and starts chase
|
||||
if (anim.monsterX < anim.playerX - 3) {
|
||||
anim.monsterX++;
|
||||
} else {
|
||||
anim.phase = 'chase';
|
||||
}
|
||||
break;
|
||||
|
||||
case 'chase':
|
||||
// Dramatic chase sequence - both moving
|
||||
if (anim.playerX < anim.treasureX) {
|
||||
anim.playerX++;
|
||||
if (anim.monsterX < anim.playerX - 2) {
|
||||
anim.monsterX++;
|
||||
}
|
||||
} else {
|
||||
anim.treasureX = -1; // Player gets treasure
|
||||
anim.phase = Math.random() < 0.7 ? 'escape' : 'caught';
|
||||
}
|
||||
break;
|
||||
|
||||
case 'escape':
|
||||
// Player successfully escapes with treasure
|
||||
if (anim.playerX < 46) {
|
||||
anim.playerX++;
|
||||
if (anim.monsterX < anim.playerX - 1) {
|
||||
anim.monsterX++;
|
||||
}
|
||||
} else {
|
||||
anim.phase = 'exit';
|
||||
}
|
||||
break;
|
||||
|
||||
case 'caught':
|
||||
// Monster catches player - dramatic end
|
||||
if (anim.monsterX < anim.playerX) {
|
||||
anim.monsterX++;
|
||||
} else {
|
||||
anim.playerX = -1; // Player vanishes
|
||||
anim.phase = 'exit';
|
||||
}
|
||||
break;
|
||||
|
||||
case 'exit':
|
||||
// Brief pause then reset
|
||||
if (anim.frameCount > anim.frameCount + 20) {
|
||||
this.resetAnimation();
|
||||
} else {
|
||||
// Monster exits
|
||||
if (anim.monsterX < 48) {
|
||||
anim.monsterX++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
},
|
||||
|
||||
resetAnimation: function() {
|
||||
this._waitingAnimation = {
|
||||
frame: 0,
|
||||
playerX: 8, // Start near entrance
|
||||
playerY: 12,
|
||||
monsterX: 5, // Start at entrance
|
||||
monsterY: 12,
|
||||
treasureX: 35, // Treasure near exit
|
||||
treasureY: 12,
|
||||
phase: 'enter',
|
||||
frameCount: 0,
|
||||
direction: 1
|
||||
};
|
||||
},
|
||||
|
||||
toggleAnimation: function() {
|
||||
this._animationEnabled = !this._animationEnabled;
|
||||
console.log("WaitingScreenAnimator: Animation toggled:", this._animationEnabled ? "enabled" : "disabled");
|
||||
|
||||
if (!this._animationEnabled) {
|
||||
this.resetAnimation();
|
||||
}
|
||||
|
||||
return this._animationEnabled;
|
||||
},
|
||||
|
||||
startAnimation: function() {
|
||||
// Clear any existing interval
|
||||
if (this._waitingAnimationInterval) {
|
||||
clearInterval(this._waitingAnimationInterval);
|
||||
}
|
||||
|
||||
// Start new animation loop
|
||||
this._waitingAnimationInterval = setInterval(() => {
|
||||
if (this._animationEnabled && !GameState.isGameActive()) {
|
||||
// Trigger a redraw in the main screen manager
|
||||
if (typeof ScreenManager !== 'undefined' && ScreenManager.drawWaitingScreen) {
|
||||
ScreenManager.drawWaitingScreen();
|
||||
}
|
||||
} else {
|
||||
this.stopAnimation();
|
||||
}
|
||||
}, 100); // 10 FPS animation
|
||||
},
|
||||
|
||||
stopAnimation: function() {
|
||||
if (this._waitingAnimationInterval) {
|
||||
clearInterval(this._waitingAnimationInterval);
|
||||
this._waitingAnimationInterval = null;
|
||||
}
|
||||
this.resetAnimation();
|
||||
},
|
||||
|
||||
isAnimationEnabled: function() {
|
||||
return this._animationEnabled;
|
||||
}
|
||||
};
|
||||
|
||||
// Make it available globally
|
||||
if (typeof window !== 'undefined') {
|
||||
window.WaitingScreenAnimator = WaitingScreenAnimator;
|
||||
}
|
||||
+3
-3
@@ -6,8 +6,8 @@ const ROT = require('./rot.js');
|
||||
// Edit these values to customize dungeon generation
|
||||
const DUNGEON_CONFIGS = {
|
||||
// Default dungeon dimensions
|
||||
DEFAULT_WIDTH: 80,
|
||||
DEFAULT_HEIGHT: 40,
|
||||
DEFAULT_WIDTH: 40,
|
||||
DEFAULT_HEIGHT: 20,
|
||||
|
||||
// Legacy smaller dungeon size (for compatibility)
|
||||
LEGACY_WIDTH: 25,
|
||||
@@ -20,7 +20,7 @@ const DUNGEON_CONFIGS = {
|
||||
DUG_PERCENTAGE: 0.2,
|
||||
|
||||
// Lighting and appearance
|
||||
TORCH_DENSITY: 0.2, // 20% chance for torches on wall tiles adjacent to floors
|
||||
TORCH_DENSITY: 0.1, // 20% chance for torches on wall tiles adjacent to floors
|
||||
TORCH_ENABLED: true, // Set to false to disable torches completely
|
||||
FLOOR_VARIATION: 0.01, // Chance for secondary floor tiles (visual variety)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user