waiting anim working

This commit is contained in:
jwinterm
2025-05-28 20:05:51 -04:00
parent fbfb68ef14
commit de3eed792b
6 changed files with 451 additions and 395 deletions
+1
View File
@@ -21,6 +21,7 @@
<!-- Modular game components (order matters for dependencies) -->
<script src="js/displayManager.js"></script>
<script src="js/waitingScreenAnimator.js"></script>
<script src="js/screenManager.js"></script>
<script src="js/renderEngine.js"></script>
<script src="js/gameState.js"></script>
+1 -1
View File
@@ -26,7 +26,7 @@ var options = {
gameConfig: {
playerType: "@", // Options: "@", "@2"
treasureType: "$W", // Options: "$W" (Wownero), "$M" (Monero), "$B" (Bitcoin), "$" (Regular)
monsterType: "~", // Options: "~", "~2"
monsterType: "~2", // Options: "~", "~2"
// Floor tile configuration
primaryFloor: "'1", // Main floor tile (99% of floors)
+46 -391
View File
@@ -5,19 +5,6 @@ var ScreenManager = {
_blockTimer: null,
_updateInterval: null, // Track the update interval separately
_waitingForBlock: false,
_animationEnabled: true,
_waitingAnimation: {
frame: 0,
playerX: 8,
playerY: 12,
monsterX: 5,
monsterY: 12,
treasureX: 35,
treasureY: 12,
phase: 'enter',
frameCount: 0,
direction: 1
},
init: function(screenWidth, screenHeight) {
this._screenWidth = screenWidth;
@@ -25,6 +12,11 @@ var ScreenManager = {
this._currentBlockHeight = 0;
this._waitingForBlock = false;
this._updateInterval = null; // Initialize update interval tracker
// Initialize the waiting screen animator
if (typeof WaitingScreenAnimator !== 'undefined') {
WaitingScreenAnimator.init();
}
},
drawText: function(x, y, text) {
@@ -134,354 +126,10 @@ var ScreenManager = {
drawStaticWaitingScreen: function() {
if (!DisplayManager.ensureDisplay()) return;
const display = DisplayManager.getDisplay();
// Draw border
this.drawBorder();
let y = Math.floor(this._screenHeight / 2) - 2;
this.drawCenteredText(y, "Waiting for next block...");
this.drawCenteredText(y + 1, "Your game will start soon");
// Draw a simple but elegant static dungeon scene
const centerX = Math.floor(this._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() {
if (!DisplayManager.ensureDisplay()) return;
const display = DisplayManager.getDisplay();
// Draw border
this.drawBorder();
// Fixed-position animated text
let y = Math.floor(this._screenHeight / 2) - 8;
const baseText = "Waiting for next block";
const dots = ".".repeat((Math.floor(Date.now() / 500) % 4));
const paddedDots = dots.padEnd(3, " ");
this.drawCenteredText(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 < this._screenWidth && dy >= 0 && dy < this._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 - 1; x <= roomEndX + 1; x++) {
if (x >= 0 && x < this._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 < this._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 < this._screenWidth && torch.y >= 0 && torch.y < this._screenHeight) {
// Main torch flame - animated intensity with tile stack
const flameIntensity = 0.7 + Math.sin(time / 120 + i * 1.2) * 0.3;
const flameColor = `rgba(255, ${100 + flameIntensity * 100}, 20, ${flameIntensity})`;
// Use tile stack: wall + torch for proper layering
const wallGlow = 0.2 + Math.sin(time * 0.001 + torch.x * 0.1) * 0.1;
const ch = ["#", "torch"];
const fg = [`rgba(80, 70, 50, ${wallGlow})`, flameColor];
const bg = ["transparent", "transparent"];
display.draw(torch.x, torch.y, ch, fg, bg);
// Heat distortion around torch
const heatPositions = [
{x: torch.x, y: torch.y - 1}, {x: torch.x, y: torch.y + 1},
{x: torch.x - 1, y: torch.y}, {x: torch.x + 1, y: torch.y}
];
for (let heat of heatPositions) {
if (heat.x >= roomStartX && heat.x <= roomEndX && heat.y >= roomStartY && heat.y <= roomEndY) {
const shimmer = 0.1 + Math.sin(time / 80 + heat.x + heat.y) * 0.05;
const floorTile = GameTiles.getFloorTile();
display.draw(heat.x, heat.y, floorTile, `rgba(255, 150, 50, ${shimmer})`, "transparent");
}
}
// Torch light radius - 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.updateWaitingAnimation();
const anim = this._waitingAnimation;
// 💎 LEGENDARY TREASURE - Pulsating with magical energy
if (anim.treasureX >= 0 && anim.treasureX < this._screenWidth) {
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 < this._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 < this._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");
},
updateWaitingAnimation: 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.resetWaitingAnimation();
} else {
// Monster exits
if (anim.monsterX < 48) {
anim.monsterX++;
}
}
break;
}
},
resetWaitingAnimation: 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("Animation toggled:", this._animationEnabled ? "enabled" : "disabled");
if (!this._animationEnabled) {
this.resetWaitingAnimation();
if (typeof WaitingScreenAnimator !== 'undefined') {
WaitingScreenAnimator.toggleAnimation();
}
},
@@ -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...");
}
};
+400
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@@ -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;
}
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+3 -3
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@@ -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)