diff --git a/html/index.html b/html/index.html
index 0dd4f2c..56ccef6 100644
--- a/html/index.html
+++ b/html/index.html
@@ -47,6 +47,9 @@
+
diff --git a/html/js/inputHandler.js b/html/js/inputHandler.js
index 822c5e7..e460c5d 100644
--- a/html/js/inputHandler.js
+++ b/html/js/inputHandler.js
@@ -45,8 +45,8 @@ const InputHandler = {
if (isDebugMode || ScreenManager.canEnterGame()) {
console.log("✅ Can enter immediately - showing waiting screen");
- if (typeof Game !== 'undefined' && Game.drawWaitingScreen) {
- Game.drawWaitingScreen();
+ if (typeof ScreenManager !== 'undefined' && ScreenManager.drawWaitingScreen) {
+ ScreenManager.drawWaitingScreen();
}
} else {
console.log("⏳ Will be queued - showing queue message");
@@ -136,8 +136,8 @@ const InputHandler = {
socket.emit('chat message', 'enter');
// Show waiting screen while game starts
- if (typeof Game !== 'undefined' && Game.drawWaitingScreen) {
- Game.drawWaitingScreen();
+ if (typeof ScreenManager !== 'undefined' && ScreenManager.drawWaitingScreen) {
+ ScreenManager.drawWaitingScreen();
}
// Add debug message to chat
@@ -146,6 +146,13 @@ const InputHandler = {
} else {
console.log("Debug key pressed but not in debug mode");
}
+ } else if (e.key === 'A' || e.key === 'a') {
+ // Toggle animation on waiting screen
+ console.log("🎬 'A' key pressed - toggling animation");
+ e.preventDefault();
+ if (typeof ScreenManager !== 'undefined') {
+ ScreenManager.toggleAnimation();
+ }
} else {
console.log("Game display has focus, but Game is not active.");
}
@@ -165,8 +172,8 @@ const InputHandler = {
if (isDebugMode || ScreenManager.canEnterGame()) {
console.log("✅ Can enter immediately - showing waiting screen");
- if (typeof Game !== 'undefined' && Game.drawWaitingScreen) {
- Game.drawWaitingScreen();
+ if (typeof ScreenManager !== 'undefined' && ScreenManager.drawWaitingScreen) {
+ ScreenManager.drawWaitingScreen();
}
} else {
console.log("⏳ Will be queued - showing queue message");
@@ -195,14 +202,32 @@ const InputHandler = {
socket.emit('auto_start');
console.log("✅ Auto-start requested - showing waiting screen");
- if (typeof Game !== 'undefined' && Game.drawWaitingScreen) {
- Game.drawWaitingScreen();
+ if (typeof ScreenManager !== 'undefined' && ScreenManager.drawWaitingScreen) {
+ ScreenManager.drawWaitingScreen();
}
// Add visual feedback to chat
$('#messages').append($('
').text("🖱️ Game start requested..."));
UI.scrollChat();
});
+
+ // Add click handling for the animation toggle button
+ $('#animationToggleButton').click(function(e) {
+ console.log("🎬 Animation toggle button clicked");
+
+ if (typeof ScreenManager !== 'undefined' && ScreenManager.toggleAnimation) {
+ ScreenManager.toggleAnimation();
+ // Redraw the waiting screen to reflect the change
+ if (typeof ScreenManager.drawWaitingScreen === 'function') {
+ ScreenManager.drawWaitingScreen();
+ }
+ }
+
+ // Add visual feedback to chat
+ const status = ScreenManager._animationEnabled ? "enabled" : "disabled";
+ $('#messages').append($('').text(`🎬 Animation ${status}`));
+ UI.scrollChat();
+ });
},
setupModeToggle: function() {
diff --git a/html/js/screenManager.js b/html/js/screenManager.js
index 330e45f..9e34dcf 100644
--- a/html/js/screenManager.js
+++ b/html/js/screenManager.js
@@ -5,6 +5,19 @@ var ScreenManager = {
_blockTimer: null,
_updateInterval: null, // Track the update interval separately
_waitingForBlock: false,
+ _animationEnabled: true,
+ _waitingAnimation: {
+ frame: 0,
+ playerX: 8,
+ playerY: 12,
+ monsterX: 5,
+ monsterY: 12,
+ treasureX: 35,
+ treasureY: 12,
+ phase: 'enter',
+ frameCount: 0,
+ direction: 1
+ },
init: function(screenWidth, screenHeight) {
this._screenWidth = screenWidth;
@@ -14,74 +27,462 @@ var ScreenManager = {
this._updateInterval = null; // Initialize update interval tracker
},
- drawCenteredText: function(y, text, color) {
- if (!DisplayManager.ensureDisplay()) return y;
+ drawText: function(x, y, text) {
+ if (!DisplayManager.ensureDisplay()) return;
const display = DisplayManager.getDisplay();
- // Filter text to only include valid characters
- let filteredText = "";
for (let i = 0; i < text.length; i++) {
const char = text[i];
if (window.options?.tileMap?.hasOwnProperty(char) || char === ' ') {
- filteredText += char;
+ display.draw(x + i, y, char, "transparent", "transparent");
} else {
- filteredText += "?";
+ display.draw(x + i, y, "?", "transparent", "transparent");
}
}
-
- const x = Math.floor((this._screenWidth - filteredText.length) / 2);
- const finalColor = color || this.defaultFg;
- display.drawText(x, y, `%c{${finalColor}}${filteredText}`);
- return y + 1;
+ },
+
+ drawCenteredText: function(y, text) {
+ const x = Math.floor((this._screenWidth - text.length) / 2);
+ this.drawText(x, y, text);
},
drawBorder: function() {
if (!DisplayManager.ensureDisplay()) return;
const display = DisplayManager.getDisplay();
+ // Use wall tiles (#) for borders - these are guaranteed to exist in tileMap
+ const borderChar = "#"; // Wall tile at [64, 32]
+
+ // Draw top and bottom borders
for (var i = 0; i < this._screenWidth; i++) {
- display.draw(i, 0, "-", this.defaultFg, null);
- display.draw(i, this._screenHeight - 1, "-", this.defaultFg, null);
+ display.draw(i, 0, borderChar, "transparent", "transparent");
+ display.draw(i, this._screenHeight - 1, borderChar, "transparent", "transparent");
}
+
+ // Draw left and right borders
for (var j = 1; j < this._screenHeight - 1; j++) {
- display.draw(0, j, "|", this.defaultFg, null);
- display.draw(this._screenWidth - 1, j, "|", this.defaultFg, null);
+ display.draw(0, j, borderChar, "transparent", "transparent");
+ display.draw(this._screenWidth - 1, j, borderChar, "transparent", "transparent");
}
},
drawWelcomeScreen: function() {
if (!DisplayManager.ensureDisplay()) return;
DisplayManager.clearDisplay();
-
- let y = Math.floor(this._screenHeight / 4);
- y = this.drawCenteredText(y, "THE WOWNGEON", this.defaultFg);
- y = this.drawCenteredText(y + 2, "A Wownero Roguelike", this.defaultFg);
- y = this.drawCenteredText(y + 3, "Waiting for next block...", this.defaultFg);
- y = this.drawCenteredText(y + 1, `Block Height: ${this._currentBlockHeight}`, "#0f0");
+ // Draw the border
+ this.drawBorder();
+ // Draw content
+ let y = 3;
+ this.drawCenteredText(y, "WOWGUE");
+ y += 4;
+
+ // Draw instructions
+ this.drawCenteredText(y, "Type enter to queue!");
+ this.drawCenteredText(y + 1, "Or use START GAME");
+ y += 3;
+
+ // Draw legend with special tile handling
+ const display = DisplayManager.getDisplay();
+ const legendItems = [
+ { tile: "@2", text: "This is you" },
+ { tile: ">", text: " Escape the dungeon" },
+ { tile: "~", text: " Avoid the monster" },
+ { tile: "$M", text: "Secure the bag" }
+ ];
+
+ const centerX = Math.floor(this._screenWidth / 2) - 10;
+ for (let item of legendItems) {
+ let x = centerX;
+
+ // Draw the special tile
+ if (window.options?.tileMap?.hasOwnProperty(item.tile)) {
+ display.draw(x, y, item.tile, "transparent", "transparent");
+ x += item.tile.length;
+ } else {
+ display.draw(x, y, "?", "transparent", "transparent");
+ x += 1;
+ }
+
+ // Draw the descriptive text
+ this.drawText(x, y, item.text);
+ y++;
+ }
+
+ // Draw current block info
+ y += 2;
+ this.drawCenteredText(y, `Current Block: ${this._currentBlockHeight}`);
+
+ // Control HTML button visibility
+ const startButton = document.getElementById('startButton');
+ if (startButton) {
+ startButton.style.display = 'block';
+ }
+
+ // Hide animation button on welcome screen
+ this.hideAnimationButton();
+
+ // Debug button (shown only in development)
const isDebugMode = window.location.hostname === 'localhost' ||
window.location.hostname === '127.0.0.1' ||
window.location.protocol === 'file:';
+ if (isDebugMode) {
+ this.drawCenteredText(this._screenHeight - 3, "[DEBUG: Press D]");
+ }
+ },
+
+
+
+ drawStaticWaitingScreen: function() {
+ if (!DisplayManager.ensureDisplay()) return;
+ const display = DisplayManager.getDisplay();
- // Control HTML START button visibility
- const startButton = document.getElementById('startButton');
- if (startButton) {
- if (this._waitingForBlock && !isDebugMode) {
- startButton.style.display = 'none';
- y = this.drawCenteredText(y + 2, "Mining in progress...", "#ff0");
- } else {
- startButton.style.display = 'block';
- y = this.drawCenteredText(y + 2, "Press ENTER or click START to queue", "#0f0");
+ // 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");
+ }
}
}
- // Debug button (shown only in development)
- if (isDebugMode) {
- this.drawCenteredText(y + 3, "[DEBUG: Press 'D' to start immediately]", "#666");
+ // 🧱 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");
+ }
}
- this.drawCenteredText(y + 5, "Good luck, adventurer!", this.defaultFg);
+ // 🔥 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();
+ }
},
// Start simulated block mining (30 second intervals)
@@ -113,8 +514,8 @@ var ScreenManager = {
setTimeout(() => {
if (!DisplayManager.ensureDisplay() || GameState.isGameActive()) return;
let y = Math.floor(this._screenHeight / 2);
- this.drawCenteredText(y, "*** NEW BLOCK FOUND! ***", "#0f0");
- this.drawCenteredText(y + 1, "You may now enter the dungeon!", "#0f0");
+ this.drawCenteredText(y, "*** NEW BLOCK FOUND! ***");
+ this.drawCenteredText(y + 1, "You may now enter the dungeon!");
// Allow entry for 5 seconds
setTimeout(() => {
@@ -154,11 +555,13 @@ var ScreenManager = {
if (!DisplayManager.ensureDisplay()) return;
DisplayManager.clearDisplay();
- let y = this.drawCenteredText(Math.floor(this._screenHeight / 3), "CONGRATULATIONS!");
+ let y = Math.floor(this._screenHeight / 3);
+ this.drawCenteredText(y, "CONGRATULATIONS!");
+
if (hasTreasure) {
- y = this.drawCenteredText(y + 2, "You escaped with the treasure!");
+ this.drawCenteredText(y + 2, "You escaped with the treasure!");
} else {
- y = this.drawCenteredText(y + 2, "You escaped the dungeon!");
+ this.drawCenteredText(y + 2, "You escaped the dungeon!");
}
this.drawCenteredText(y + 3, "A true hero of Wownero!");
},
@@ -167,13 +570,15 @@ var ScreenManager = {
if (!DisplayManager.ensureDisplay()) return;
DisplayManager.clearDisplay();
- let y = this.drawCenteredText(Math.floor(this._screenHeight / 3), "YOU HAVE PERISHED");
+ let y = Math.floor(this._screenHeight / 3);
+ this.drawCenteredText(y, "YOU HAVE PERISHED");
+
if (reason === 'monster') {
- y = this.drawCenteredText(y + 2, "Slain by a fearsome beast.");
+ this.drawCenteredText(y + 2, "Slain by a fearsome beast.");
} else if (reason === 'timeout') {
- y = this.drawCenteredText(y + 2, "The dungeon claimed you before the next block.");
+ this.drawCenteredText(y + 2, "The dungeon claimed you before the next block.");
} else {
- y = this.drawCenteredText(y + 2, "Your adventure ends here.");
+ this.drawCenteredText(y + 2, "Your adventure ends here.");
}
this.drawCenteredText(y + 3, "Better luck next time.");
},
@@ -181,18 +586,96 @@ var ScreenManager = {
drawWaitingScreen: function() {
if (!DisplayManager.ensureDisplay()) return;
DisplayManager.clearDisplay();
-
- let y = Math.floor(this._screenHeight / 2) - 2;
- y = this.drawCenteredText(y, "* MINING IN PROGRESS *", "#ff0");
- y = this.drawCenteredText(y + 2, `Current Block: ${this._currentBlockHeight}`, "#0f0");
- y = this.drawCenteredText(y + 1, "Waiting for next block to enter...", this.defaultFg);
- // Animated dots
- const dots = ".".repeat((Math.floor(Date.now() / 500) % 4));
- this.drawCenteredText(y + 2, `Mining${dots}`, "#666");
+ console.log("🎬 Drawing waiting screen, animation enabled:", this._animationEnabled);
+
+ if (this._animationEnabled) {
+ this.drawAnimatedWaitingScreen();
+ } else {
+ this.drawStaticWaitingScreen();
+ }
+
+ // Show the animation toggle button
+ this.showAnimationButton();
+
+ // Start animation loop if not already running
+ if (this._animationEnabled && !this._waitingAnimationInterval) {
+ this.startWaitingAnimation();
+ }
+ },
+
+ showAnimationButton: function() {
+ // First ensure the button exists
+ if (!this.ensureAnimationButton()) {
+ console.error("❌ Cannot show animation button - element missing from DOM");
+ return;
+ }
+
+ const animButton = document.getElementById('animationToggleButton');
+ if (animButton) {
+ animButton.style.display = 'inline-block';
+ animButton.style.visibility = 'visible';
+ animButton.textContent = this._animationEnabled ? '🎬 DISABLE ANIMATION' : '🎬 ENABLE ANIMATION';
+ console.log("✅ Animation button shown:", animButton.textContent);
+ } else {
+ console.warn("❌ Animation button element not found!");
+ }
+ },
+
+ hideAnimationButton: function() {
+ const animButton = document.getElementById('animationToggleButton');
+ if (animButton) {
+ animButton.style.display = 'none';
+ }
+ },
+
+ ensureAnimationButton: function() {
+ let animButton = document.getElementById('animationToggleButton');
+
+ if (!animButton) {
+ console.warn("🔧 Animation button not found, checking if it exists in DOM...");
+ // Try to find it by class or create it if missing
+ const statusDiv = document.querySelector('.status');
+ if (statusDiv) {
+ const existingButtons = statusDiv.querySelectorAll('button');
+ console.log("Found buttons in status div:", existingButtons.length);
+ for (let btn of existingButtons) {
+ console.log("Button:", btn.id, btn.textContent);
+ }
+ }
+ return false;
+ }
+
+ 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();
+ this.hideAnimationButton();
if (!DisplayManager.ensureDisplay()) return;
DisplayManager.clearDisplay();
}