Files
wownerogue/html/js/display/waitingScreenAnimator.js
jwinterm fad2a695bd Wownerogue
A browser-based roguelike synchronized with crypto block timing. A run is a race
against the next block: reach the exit before the block lands, or the house wins.
The same codebase runs the solo dungeon, the social Tavern, and operator-selected
PvP and race rulesets, with separate free and paid leaderboards.

Self-hostable under the MIT License. See README.md to run it, docs/ARCHITECTURE.md
for the design, and docs/DEPLOY.md to operate an instance.
2026-07-27 08:23:01 -04:00

1012 lines
46 KiB
JavaScript

// WaitingScreenAnimator - Handles waiting screen animations and visual effects
var WaitingScreenAnimator = {
_animationEnabled: true,
_waitingAnimationInterval: null,
_animating: false,
// GFX3: FX overlay ambient state (additive; no-op unless window.FX exists)
_fxAmbientOn: false,
_fxTick: 0,
_waitingAnimation: {
frame: 0,
playerX: 8,
playerY: 12,
monsterX: 5,
monsterY: 12,
treasureX: 35,
treasureY: 12,
phase: 'enter',
frameCount: 0,
direction: 1
},
// Separate animation state for "Awaiting payment" treasure hunt
_paymentAnimation: {
playerX: 8,
playerY: 12,
treasureX: 25,
treasureY: 12,
monsters: [], // pack of monsters {x, y}
phase: 'approach', // approach, grab, escape, devoured
frameCount: 0,
outcome: 'escape', // pre-determined: 'escape' or 'devoured'
treasureScale: 1.0, // for pulsing effect
hasTreasure: false
},
init: function() {
this._animationEnabled = true;
this._waitingAnimationInterval = null;
this.resetAnimation();
this.resetPaymentAnimation();
},
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
},
// ===== GFX3: FX overlay helpers (additive, always guarded) =====
_fxBaseCanvas: function() {
try {
var d = (typeof DisplayManager !== 'undefined' && DisplayManager.getDisplay)
? DisplayManager.getDisplay() : null;
return (d && d.getContainer) ? d.getContainer() : null;
} catch (e) { return null; }
},
// Turn on the torchlight gradient + drifting embers overlay behind the
// scripted char-cell waiting animation. No-op unless window.FX is present.
_startAmbientFX: function() {
if (!window.FX) return;
if (this._fxAmbientOn) return;
var canvas = this._fxBaseCanvas();
if (!canvas) return;
try {
if (window.FX.attach) window.FX.attach(canvas);
if (window.FX.syncTo) window.FX.syncTo(canvas);
if (window.FX.setAmbient) window.FX.setAmbient(true);
if (window.FX.start) window.FX.start();
this._fxAmbientOn = true;
} catch (e) { /* additive: never break the waiting screen */ }
},
_stopAmbientFX: function() {
this._fxAmbientOn = false;
if (!window.FX) return;
try {
if (window.FX.setAmbient) window.FX.setAmbient(false);
if (window.FX.stop) window.FX.stop();
if (window.FX.clear) window.FX.clear();
} catch (e) { /* ignore */ }
},
// Emit gentle amber embers rising from the scripted torch positions.
// Throttled so we don't flood the FX particle system.
_emitTorchEmbers: function(torchPositions, screenWidth, screenHeight) {
if (!window.FX || !window.FX.sparkle) return;
if (!torchPositions || !torchPositions.length) return;
var canvas = this._fxBaseCanvas();
if (!canvas || !screenWidth || !screenHeight) return;
this._fxTick = (this._fxTick + 1) % 1000000;
// Only emit on every 3rd frame to keep the embers subtle.
if (this._fxTick % 3 !== 0) return;
var cellW = canvas.width / screenWidth;
var cellH = canvas.height / screenHeight;
// One torch per emit, cycling through the scripted positions.
var t = torchPositions[this._fxTick % torchPositions.length];
if (!t) return;
if (t.x < 0 || t.x >= screenWidth || t.y < 0 || t.y >= screenHeight) return;
var px = (t.x + 0.5) * cellW;
var py = (t.y + 0.5) * cellH;
try {
window.FX.sparkle(px, py, 'rgba(255, 170, 60, 0.9)');
} catch (e) { /* ignore */ }
},
// JUICE: a one-shot particle burst at a grid cell (treasure grab / escape / death). Purely
// additive over window.FX, no-op if FX is absent, and tile-agnostic, so it works identically
// in every pack (it draws particles, never tiles). `spread` in grid cells, `count` particles.
_burst: function(gridX, gridY, color, count, screenWidth, screenHeight, spread) {
if (!window.FX || !window.FX.sparkle) return;
var canvas = this._fxBaseCanvas();
if (!canvas || !screenWidth || !screenHeight) return;
var cellW = canvas.width / screenWidth;
var cellH = canvas.height / screenHeight;
var s = spread || 1.6;
for (var i = 0; i < count; i++) {
var a = (i / count) * Math.PI * 2 + (this._fxTick || 0) * 0.3;
var r = ((i * 2654435761 % 100) / 100) * s; // deterministic-ish scatter, no Math.random churn
var px = (gridX + 0.5 + Math.cos(a) * r) * cellW;
var py = (gridY + 0.5 + Math.sin(a) * r) * cellH;
try { window.FX.sparkle(px, py, color); } catch (e) { /* ignore */ }
}
},
drawAnimatedWaitingScreen: function(screenWidth, screenHeight, drawBorderFn, drawCenteredTextFn) {
if (!DisplayManager.ensureDisplay()) return;
const display = DisplayManager.getDisplay();
// Draw border
drawBorderFn();
// GFX3: layer the torchlight + ember FX overlay on top of the ROT scene
this._startAmbientFX();
// Check if we're in "Awaiting payment" mode - use treasure hunt animation
const isAwaitingPayment = typeof Game !== 'undefined' && Game._awaitingPayment;
if (!isAwaitingPayment) {
// Use the treasure hunt animation for queue waiting (the longer wait)
this.drawPaymentAnimation(screenWidth, screenHeight, drawCenteredTextFn);
return;
}
// Fixed-position animated text. The label reflects the ACTUAL wait state, not this function's
// historical name: the two animations were wired to the opposite labels. This branch runs
// while genuinely awaiting a payment.
let y = Math.floor(screenHeight / 2) - 8;
let baseText = (typeof Game !== 'undefined' && Game._awaitingPayment) ? 'Awaiting payment' : '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");
}
}
}
}
}
}
// GFX3: drifting embers from the scripted torch positions
this._emitTorchEmbers(torchPositions, screenWidth, screenHeight);
// Update character positions
this.updateAnimation();
const anim = this._waitingAnimation;
// JUICE: a SUBTLE, tight sparkle when the hero breaks for the exit with the loot. No red
// "caught" burst: keep it a small glint, not an explosion near the torches.
if (this._epicPhase !== anim.phase) {
if (anim.phase === 'escape') this._burst(anim.playerX, anim.playerY, 'rgba(255,220,90,0.9)', 6, screenWidth, screenHeight, 0.7);
this._epicPhase = anim.phase;
}
// ===== PHASE 1: DRAW ALL GLOW EFFECTS FIRST =====
// This ensures glow appears behind entities
// Monster red glow (draw first so monster appears on top)
if (anim.monsterX >= 0 && anim.monsterX < screenWidth) {
const floorTile = GameTiles.getFloorTile();
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 <= 2 && !(sx === anim.monsterX && sy === anim.monsterY)) {
const glowIntensity = Math.max(0, (2 - dist) / 2 * 0.25);
const glowPulse = Math.sin(time / 300 + dist) * 0.1;
display.draw(sx, sy, floorTile, `rgba(200, 50, 50, ${glowIntensity + glowPulse})`, "transparent");
}
}
}
}
}
// Player aura glow (draw before player)
if (anim.playerX >= 0 && anim.playerX < screenWidth) {
if (anim.phase === 'enter' || anim.phase === 'escape' || anim.phase === 'chase') {
const ringPulse = 0.35 + Math.sin(time / 250) * 0.25;
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},
{dx: -1, dy: -1}, {dx: 1, dy: -1}, {dx: -1, dy: 1}, {dx: 1, dy: 1}
];
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) {
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
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');
}
}
}
}
}
// Treasure sparkles glow (draw before treasure)
if (anim.treasureX >= 0 && anim.treasureX < screenWidth) {
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");
}
}
}
}
// ===== PHASE 2: DRAW ENTITIES ON TOP OF GLOW =====
// 💎 LEGENDARY TREASURE
if (anim.treasureX >= 0 && anim.treasureX < screenWidth) {
const treasurePulse = 0.6 + Math.sin(time / 250) * 0.4;
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;
display.draw(anim.treasureX, anim.treasureY, [floorTile, GameTiles.getTreasureTile()],
[`rgba(100, 80, 60, ${baseAlpha})`, treasureGlow], ["transparent", "transparent"]);
}
// 🧙‍♂️ HEROIC PLAYER
if (anim.playerX >= 0 && anim.playerX < screenWidth) {
const heroGlow = 0.4 + Math.sin(time / 300) * 0.2;
const heroColor = `rgba(100, 150, 255, ${heroGlow})`;
const floorTile = GameTiles.getFloorTile();
const playerTile = GameTiles.getPlayerTile();
const baseAlpha = 0.1 + Math.sin(anim.playerX * 0.2 + anim.playerY * 0.3) * 0.05;
display.draw(anim.playerX, anim.playerY, [floorTile, playerTile],
[`rgba(100, 80, 60, ${baseAlpha})`, heroColor], ["transparent", "transparent"]);
}
// 👹 TERRIFYING MONSTER
if (anim.monsterX >= 0 && anim.monsterX < screenWidth) {
const menacePulse = 0.3 + Math.sin(time / 180) * 0.4;
const fearColor = `rgba(255, 30, 30, ${menacePulse})`;
const floorTile = GameTiles.getFloorTile();
const monsterTile = GameTiles.getMonsterTile();
const baseAlpha = 0.1 + Math.sin(anim.monsterX * 0.2 + anim.monsterY * 0.3) * 0.05;
display.draw(anim.monsterX, anim.monsterY, [floorTile, monsterTile],
[`rgba(100, 80, 60, ${baseAlpha})`, fearColor], ["transparent", "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, ${portalPulse})`; // Purple exit
display.draw(roomStartX - 1, 12, '<', entranceGlow, "transparent");
display.draw(roomEndX + 1, 12, '>', exitGlow, "transparent");
},
// ========== PAYMENT WAITING ANIMATION ==========
// Special "treasure hunt" animation shown while awaiting payment
// Player runs for BIG pulsating treasure, always gets it,
// then either escapes or gets overwhelmed by a monster pack
drawPaymentAnimation: function(screenWidth, screenHeight, drawCenteredTextFn) {
const display = DisplayManager.getDisplay();
const anim = this._paymentAnimation;
const time = Date.now();
// Fixed-position animated text. This treasure-hunt animation runs for the block-QUEUE wait
// (see drawAnimatedWaitingScreen routing), so show the block label unless we're genuinely
// awaiting a payment. (Function name is historical: do not trust it for the label.)
let y = Math.floor(screenHeight / 2) - 8;
const dots = ".".repeat((Math.floor(time / 500) % 4));
const paddedDots = dots.padEnd(3, " ");
const label = (typeof Game !== 'undefined' && Game._awaitingPayment) ? 'Awaiting payment' : 'Awaiting next block';
drawCenteredTextFn(y, `${label}${paddedDots}`);
// Room dimensions - relative to actual screen size
const roomStartX = 1;
const roomEndX = screenWidth - 2;
const roomStartY = Math.floor(screenHeight / 2) - 4;
const roomEndY = Math.floor(screenHeight / 2) + 4;
const centerY = Math.floor(screenHeight / 2);
// Store room bounds for animation updates
anim.roomStartX = roomStartX;
anim.roomEndX = roomEndX;
anim.roomStartY = roomStartY;
anim.roomEndY = roomEndY;
// Sync Y positions to actual screen center (handles first frame after reset)
if (anim.playerY !== centerY) {
anim.playerY = centerY;
anim.treasureY = centerY;
}
// Ensure treasure is within visible bounds
if (anim.treasureX > roomEndX - 3) {
anim.treasureX = roomEndX - 3;
}
// 🏛️ BASE DUNGEON FLOOR
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);
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
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");
}
}
// 🔥 TORCHES for atmosphere (positioned relative to room)
const torchPositions = [
{x: roomStartX - 1, y: roomStartY + 1},
{x: roomEndX + 1, y: roomStartY + 1},
{x: roomStartX - 1, y: roomEndY - 1},
{x: roomEndX + 1, y: roomEndY - 1}
];
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) {
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})`;
display.draw(torch.x, torch.y, ["#", "torch"], [wallColor, flameColor], ["transparent", "transparent"]);
}
}
// GFX3: drifting embers from the scripted torch positions
this._emitTorchEmbers(torchPositions, screenWidth, screenHeight);
// Update animation state
this.updatePaymentAnimation();
// JUICE: a SUBTLE, tight one-shot sparkle on the treasure grab / clean escape. Kept small and
// low-spread so it reads as a glint on the hero, not an explosion, and never sprays onto the
// wall torches. No red "death" burst (the animation's own red shockwave already covers that).
if (this._payPhase !== anim.phase) {
if (anim.phase === 'grab') this._burst(anim.treasureX, anim.treasureY, 'rgba(255,220,90,0.9)', 6, screenWidth, screenHeight, 0.6);
else if (anim.phase === 'escaped') this._burst(anim.playerX, anim.playerY, 'rgba(130,255,150,0.9)', 7, screenWidth, screenHeight, 0.7);
this._payPhase = anim.phase;
}
// 💎💎💎 MEGA TREASURE - BIG pulsating with intense golden glow
if (!anim.hasTreasure && anim.treasureX >= roomStartX && anim.treasureX <= roomEndX) {
// Intense pulsing effect - the treasure is CALLING to the player
const megaPulse = 0.7 + Math.sin(time / 150) * 0.3;
const shimmer = 0.5 + Math.sin(time / 80) * 0.5;
// Massive golden aura around treasure (3-tile radius)
for (let tx = anim.treasureX - 3; tx <= anim.treasureX + 3; tx++) {
for (let ty = anim.treasureY - 2; ty <= anim.treasureY + 2; ty++) {
if (tx >= roomStartX && tx <= roomEndX && ty >= roomStartY && ty <= roomEndY) {
const dist = Math.sqrt((tx - anim.treasureX) ** 2 + (ty - anim.treasureY) ** 2);
if (dist <= 3 && dist > 0) {
const auraIntensity = Math.max(0, (3 - dist) / 3) * megaPulse * 0.4;
const floorTile = GameTiles.getFloorTile();
display.draw(tx, ty, floorTile, `rgba(255, 200, 50, ${auraIntensity})`, "transparent");
}
}
}
}
// Sparkle ring around treasure - use floor tiles with bright golden color
const sparkleRadius = 2;
for (let angle = 0; angle < 8; angle++) {
const sparkleAngle = (angle / 8) * Math.PI * 2 + time / 500;
const sx = Math.round(anim.treasureX + Math.cos(sparkleAngle) * sparkleRadius);
const sy = Math.round(anim.treasureY + Math.sin(sparkleAngle) * sparkleRadius * 0.6);
if (sx >= roomStartX && sx <= roomEndX && sy >= roomStartY && sy <= roomEndY) {
const sparkleIntensity = 0.5 + Math.sin(time / 100 + angle) * 0.4;
if (sparkleIntensity > 0.3) {
const floorTile = GameTiles.getFloorTile();
// Bright white-gold sparkle effect on floor tile
display.draw(sx, sy, floorTile, `rgba(255, 255, 180, ${sparkleIntensity})`, "transparent");
}
}
}
// The treasure itself - LARGE and glowing
const treasureGlow = `rgba(255, 215, 0, ${megaPulse})`;
const floorTile = GameTiles.getFloorTile();
display.draw(anim.treasureX, anim.treasureY, [floorTile, GameTiles.getTreasureTile()],
[`rgba(100, 80, 60, 0.1)`, treasureGlow], ["transparent", "transparent"]);
}
// 🧙‍♂️ HEROIC PLAYER
if (anim.playerX >= roomStartX && anim.playerX <= roomEndX + 2) {
const heroGlow = anim.hasTreasure
? 0.6 + Math.sin(time / 200) * 0.3 // Brighter when has treasure
: 0.4 + Math.sin(time / 300) * 0.2;
// If player has treasure, show golden glow instead of blue
const heroColor = anim.hasTreasure
? `rgba(255, 200, 50, ${heroGlow})` // Golden when carrying treasure
: `rgba(100, 150, 255, ${heroGlow})`;
const floorTile = GameTiles.getFloorTile();
const playerTile = GameTiles.getPlayerTile();
display.draw(anim.playerX, anim.playerY, [floorTile, playerTile],
[`rgba(100, 80, 60, 0.1)`, heroColor], ["transparent", "transparent"]);
// Determination aura when running for treasure
if (anim.phase === 'approach' || anim.phase === 'escape') {
const ringPulse = 0.3 + Math.sin(time / 200) * 0.2;
const ringColor = anim.hasTreasure
? `rgba(255, 220, 100, ${ringPulse})`
: `rgba(180, 230, 255, ${ringPulse})`;
const ringOffsets = [{dx: -1, dy: 0}, {dx: 1, dy: 0}, {dx: 0, dy: -1}, {dx: 0, dy: 1}];
for (const off of ringOffsets) {
const rx = anim.playerX + off.dx;
const ry = anim.playerY + off.dy;
if (rx >= roomStartX && rx <= roomEndX && ry >= roomStartY && ry <= roomEndY) {
display.draw(rx, ry, floorTile, ringColor, 'transparent');
}
}
}
}
// 👹👹👹 MONSTER PACK - Spread out formation, no overlapping
// Only draw monsters that are on valid integer grid positions
const drawnPositions = new Set(); // Track drawn positions to avoid overlap
for (let i = 0; i < anim.monsters.length; i++) {
const m = anim.monsters[i];
// Round to grid position
const gridX = Math.round(m.x);
const gridY = Math.round(m.y);
const posKey = `${gridX},${gridY}`;
// Skip if position already has a monster or out of bounds
if (drawnPositions.has(posKey)) continue;
if (gridX < roomStartX - 1 || gridX > roomEndX + 1) continue;
if (gridY < roomStartY || gridY > roomEndY) continue;
drawnPositions.add(posKey);
// Draw red glow around this monster position
const floorTile = GameTiles.getFloorTile();
for (let sx = gridX - 1; sx <= gridX + 1; sx++) {
for (let sy = gridY - 1; sy <= gridY + 1; sy++) {
if (sx >= roomStartX && sx <= roomEndX && sy >= roomStartY && sy <= roomEndY) {
if (!(sx === gridX && sy === gridY)) {
const glowIntensity = 0.2 + Math.sin(time / 200 + i) * 0.1;
display.draw(sx, sy, floorTile, `rgba(180, 40, 40, ${glowIntensity})`, "transparent");
}
}
}
}
// Draw monster on top
const menacePulse = 0.5 + Math.sin(time / 150 + i * 0.7) * 0.4;
const fearColor = `rgba(255, 40, 40, ${menacePulse})`;
const monsterTile = GameTiles.getMonsterTile();
display.draw(gridX, gridY, [floorTile, monsterTile],
[`rgba(100, 80, 60, 0.1)`, fearColor], ["transparent", "transparent"]);
}
// DEATH EFFECT when devoured - expanding red flash
if (anim.phase === 'devoured' && anim.playerX === -1) {
const deathX = anim.deathX || 25;
const deathY = anim.deathY || 12;
const deathAge = anim.frameCount - (anim.deathFrame || 0);
// Expanding red shockwave using floor tiles
if (deathAge < 30) {
const expandRadius = 1 + deathAge * 0.15;
const fadeOut = Math.max(0, 1 - deathAge / 30);
const floorTile = GameTiles.getFloorTile();
for (let angle = 0; angle < 8; angle++) {
const particleAngle = (angle / 8) * Math.PI * 2;
const px = Math.round(deathX + Math.cos(particleAngle) * expandRadius);
const py = Math.round(deathY + Math.sin(particleAngle) * expandRadius * 0.5);
if (px >= roomStartX && px <= roomEndX && py >= roomStartY && py <= roomEndY) {
// Bright red flash expanding outward
display.draw(px, py, floorTile, `rgba(255, 80, 80, ${fadeOut * 0.9})`, "transparent");
}
}
// Central bright flash
if (deathAge < 15) {
display.draw(deathX, deathY, floorTile, `rgba(255, 200, 200, ${fadeOut})`, "transparent");
}
}
}
// 🚪 PORTALS (positioned at room center height)
const portalPulse = 0.3 + Math.sin(time / 400) * 0.2;
const entranceGlow = `rgba(50, 255, 50, ${portalPulse})`;
const exitGlow = `rgba(255, 100, 255, ${portalPulse})`;
display.draw(roomStartX - 1, centerY, '<', entranceGlow, "transparent");
display.draw(roomEndX + 1, centerY, '>', exitGlow, "transparent");
// ESCAPE SUCCESS indicator
if (anim.phase === 'escaped') {
// Draw "ESCAPED!" text using floor tiles as background
const escapeY = Math.floor(screenHeight / 2) + 3;
const escapeText = "ESCAPED!";
const startX = Math.floor((screenWidth - escapeText.length) / 2);
const successPulse = 0.8 + Math.sin(time / 150) * 0.2;
const floorTile = GameTiles.getFloorTile();
for (let i = 0; i < escapeText.length; i++) {
const char = escapeText[i];
// Draw floor tile first, then letter on top
display.draw(startX + i, escapeY, [floorTile, char],
[`rgba(100, 80, 60, 0.1)`, `rgba(255, 220, 100, ${successPulse})`],
["transparent", "transparent"]);
}
}
},
updatePaymentAnimation: function() {
const anim = this._paymentAnimation;
anim.frameCount++;
// Animate every 5 frames for smooth but readable movement
if (anim.frameCount % 5 !== 0) return;
// Use stored room bounds (set by drawPaymentAnimation)
const roomStartX = anim.roomStartX || 1;
const roomEndX = anim.roomEndX || 23;
const centerY = anim.playerY; // Use player's Y as center reference
switch(anim.phase) {
case 'approach':
// Player moves toward treasure
if (anim.playerX < anim.treasureX - 1) {
anim.playerX++;
} else {
// Player grabs treasure!
anim.hasTreasure = true;
anim.phase = 'grab';
anim.grabFrame = anim.frameCount;
}
break;
case 'grab':
// Brief pause to show player got treasure
if (anim.frameCount - anim.grabFrame > 8) {
// Spawn monster pack in a spread-out formation
anim.monsters = [];
const monsterCount = 3; // Fewer monsters, better spaced
// Spawn in a V-formation behind the player (left side of screen)
const spawnX = roomStartX + 1;
const formations = [
{x: spawnX, y: centerY}, // Center
{x: spawnX, y: centerY - 2}, // Top
{x: spawnX, y: centerY + 2}, // Bottom
];
for (let i = 0; i < monsterCount; i++) {
const pos = formations[i];
anim.monsters.push({
x: pos.x,
y: pos.y,
speed: 1.2 + i * 0.1, // Slight speed variation
targetY: centerY + (i - 1) * 2 // Spread vertically during chase
});
}
anim.phase = anim.outcome; // 'escape' or 'devoured'
}
break;
case 'escape':
// Player runs toward exit, monsters chase but player escapes
if (anim.playerX < roomEndX) {
anim.playerX += 2; // Player moves fast when escaping!
} else {
anim.phase = 'escaped';
anim.escapedFrame = anim.frameCount;
}
// Monsters chase in formation, staying spread out
for (let i = 0; i < anim.monsters.length; i++) {
const m = anim.monsters[i];
// Chase horizontally, stay behind player
if (m.x < anim.playerX - 4) {
m.x += m.speed;
}
// Maintain vertical spread
const targetY = m.targetY || (centerY + (i - 1) * 2);
if (m.y < targetY - 0.5) m.y += 0.4;
else if (m.y > targetY + 0.5) m.y -= 0.4;
}
break;
case 'devoured':
// Monsters converge on player in stages
let closeCount = 0;
for (let i = 0; i < anim.monsters.length; i++) {
const m = anim.monsters[i];
const dx = anim.playerX - m.x;
const dy = anim.playerY - m.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 1.5) {
// Move toward player but maintain some spacing
m.x += (dx / dist) * m.speed * 0.8;
m.y += (dy / dist) * m.speed * 0.5;
} else {
closeCount++;
}
}
// Player is devoured when surrounded
if (closeCount >= 2 && anim.playerX !== -1) {
anim.deathX = anim.playerX;
anim.deathY = anim.playerY;
anim.deathFrame = anim.frameCount;
anim.playerX = -1; // Player vanishes
}
// After death animation, reset
if (anim.playerX === -1 && anim.frameCount - anim.deathFrame > 40) {
this.resetPaymentAnimation();
}
break;
case 'escaped':
// Brief celebration then reset
if (anim.frameCount - anim.escapedFrame > 25) {
this.resetPaymentAnimation();
}
// Monsters wander off
for (const m of anim.monsters) {
m.x += (Math.random() - 0.5) * 2;
}
break;
}
},
resetPaymentAnimation: function() {
// Determine outcome for this cycle (60% escape, 40% devoured)
const outcome = Math.random() < 0.6 ? 'escape' : 'devoured';
// Use sensible defaults - will be updated with actual screen size on first draw
// Player starts on left, treasure in middle-right area
const playerStart = 3;
const treasurePos = 15 + Math.floor(Math.random() * 4); // 15-18 (visible on 25-wide screen)
const centerY = 9; // Will be recalculated based on actual screen height
this._paymentAnimation = {
playerX: playerStart,
playerY: centerY,
treasureX: treasurePos,
treasureY: centerY,
monsters: [],
phase: 'approach',
frameCount: 0,
outcome: outcome,
hasTreasure: false,
// Room bounds - will be set properly on first draw
roomStartX: 1,
roomEndX: 23,
roomStartY: 5,
roomEndY: 13
};
},
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();
// GFX3: tear down the FX overlay when animation is switched off
this._stopAmbientFX();
}
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();
this.resetPaymentAnimation();
// GFX3: tear down the FX overlay when the waiting screen ends
this._stopAmbientFX();
},
isAnimationEnabled: function() {
return this._animationEnabled;
}
};
// Make it available globally
if (typeof window !== 'undefined') {
window.WaitingScreenAnimator = WaitingScreenAnimator;
}