// WaitingScreenAnimator - Handles waiting screen animations and visual effects var WaitingScreenAnimator = { _animationEnabled: true, _waitingAnimationInterval: null, _animating: false, _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; let baseText = "Awaiting next block"; if (typeof Game !== 'undefined') { if (Game._awaitingPayment) baseText = 'Awaiting payment'; else if (Game._unconfirmedPayment) baseText = 'Awaiting next block'; // mempool seen } 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); // Bright ethereal footsteps / halo around player to indicate "primed" status if (anim.phase === 'enter' || anim.phase === 'escape' || anim.phase === 'chase') { const ringPulse = 0.35 + Math.sin(time / 250) * 0.25; // stronger, faster pulse const innerPulse = 0.15 + Math.sin(time / 180 + 1.2) * 0.15; const ringColor = (alpha) => `rgba(180, 230, 255, ${alpha})`; const floorTile = GameTiles.getFloorTile(); // 8-way surrounding ring const ringOffsets = [ {dx: -1, dy: 0}, {dx: 1, dy: 0}, {dx: 0, dy: -1}, {dx: 0, dy: 1}, // cardinal {dx: -1, dy: -1}, {dx: 1, dy: -1}, {dx: -1, dy: 1}, {dx: 1, dy: 1} // diagonal ]; for (let i = 0; i < ringOffsets.length; i++) { const rx = anim.playerX + ringOffsets[i].dx; const ry = anim.playerY + ringOffsets[i].dy; if (rx >= roomStartX && rx <= roomEndX && ry >= roomStartY && ry <= roomEndY) { // subtle variation per tile const phaseShift = (i / ringOffsets.length) * Math.PI * 2; const alpha = (ringPulse * 0.6) + Math.sin(time / 300 + phaseShift) * 0.15; display.draw(rx, ry, floorTile, ringColor(Math.max(0, alpha)), 'transparent'); } } // Trailing footprint path (a few tiles behind) for (let trail = 1; trail <= 3; trail++) { const tx = anim.playerX - trail; const ty = anim.playerY; if (tx >= roomStartX && tx <= roomEndX && ty >= roomStartY && ty <= roomEndY) { const decay = Math.max(0, 0.5 - trail * 0.15); const alpha = innerPulse * decay; if (alpha > 0.03) { display.draw(tx, ty, floorTile, `rgba(120, 200, 255, ${alpha})`, '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': if (anim.exitStartFrame === undefined) { anim.exitStartFrame = anim.frameCount; } if (anim.frameCount - anim.exitStartFrame > 40) { // ~4s at 10fps this.resetAnimation(); } else { if (anim.monsterX < 48) { anim.monsterX++; } } break; } }, resetAnimation: function() { // Track cycle count for variation if (typeof this._cycleCount === 'undefined') this._cycleCount = 0; this._cycleCount++; // Random variant selection after first loop const variant = this._cycleCount === 1 ? 'classic' : (Math.random() < 0.33 ? 'reverse' : (Math.random() < 0.5 ? 'race' : 'ambush')); const basePlayerX = 8; const baseMonsterX = 5; let playerStart = basePlayerX; let monsterStart = baseMonsterX; let treasureX = 35; let initialPhase = 'enter'; switch(variant) { case 'reverse': // Swap sides: player closer to treasure, monster further back playerStart = 25 + Math.floor(Math.random()*4); monsterStart = playerStart - 10; treasureX = playerStart + 5 + Math.floor(Math.random()*3); break; case 'race': // Both start near entrance racing for treasure playerStart = 6; monsterStart = 4; treasureX = 40 + Math.floor(Math.random()*3); break; case 'ambush': // Monster waits near treasure playerStart = 8; monsterStart = 30 + Math.floor(Math.random()*3); treasureX = monsterStart + 3; initialPhase = 'chase'; // jump into chase faster break; default: // classic break; } this._waitingAnimation = { frame: 0, playerX: playerStart, // variant start playerY: 12, monsterX: monsterStart, // variant start monsterY: 12, treasureX: treasureX, // variant treasure treasureY: 12, phase: initialPhase, 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() { if (this._animating) return; // already running // Clear any existing interval defensively if (this._waitingAnimationInterval) { clearInterval(this._waitingAnimationInterval); } this._animating = true; this._waitingAnimationInterval = setInterval(() => { if (this._animationEnabled && !GameState.isGameActive()) { // Draw only the animated frame WITHOUT restarting the loop (avoid recursion) if (typeof ScreenManager !== 'undefined' && ScreenManager.drawWaitingScreen) { ScreenManager.drawWaitingScreen(true); // pass flag to skip auto-start } } else { this.stopAnimation(); } }, 100); // 10 FPS }, stopAnimation: function() { if (this._waitingAnimationInterval) { clearInterval(this._waitingAnimationInterval); this._waitingAnimationInterval = null; } this._animating = false; this.resetAnimation(); }, isAnimationEnabled: function() { return this._animationEnabled; } }; // Make it available globally if (typeof window !== 'undefined') { window.WaitingScreenAnimator = WaitingScreenAnimator; }