mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-18 06:41:27 +02:00
688 lines
28 KiB
JavaScript
688 lines
28 KiB
JavaScript
// ScreenManager - Handles different screen states and UI drawing
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var ScreenManager = {
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defaultFg: "#FFF",
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_currentBlockHeight: 0,
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_blockTimer: null,
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_updateInterval: null, // Track the update interval separately
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_waitingForBlock: false,
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_animationEnabled: true,
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_waitingAnimation: {
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frame: 0,
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playerX: 8,
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playerY: 12,
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monsterX: 5,
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monsterY: 12,
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treasureX: 35,
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treasureY: 12,
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phase: 'enter',
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frameCount: 0,
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direction: 1
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},
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init: function(screenWidth, screenHeight) {
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this._screenWidth = screenWidth;
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this._screenHeight = screenHeight;
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this._currentBlockHeight = 0;
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this._waitingForBlock = false;
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this._updateInterval = null; // Initialize update interval tracker
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},
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drawText: function(x, y, text) {
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if (!DisplayManager.ensureDisplay()) return;
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const display = DisplayManager.getDisplay();
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for (let i = 0; i < text.length; i++) {
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const char = text[i];
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if (window.options?.tileMap?.hasOwnProperty(char) || char === ' ') {
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display.draw(x + i, y, char, "transparent", "transparent");
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} else {
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display.draw(x + i, y, "?", "transparent", "transparent");
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}
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}
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},
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drawCenteredText: function(y, text) {
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const x = Math.floor((this._screenWidth - text.length) / 2);
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this.drawText(x, y, text);
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},
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drawBorder: function() {
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if (!DisplayManager.ensureDisplay()) return;
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const display = DisplayManager.getDisplay();
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// Use wall tiles (#) for borders - these are guaranteed to exist in tileMap
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const borderChar = "#"; // Wall tile at [64, 32]
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// Draw top and bottom borders
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for (var i = 0; i < this._screenWidth; i++) {
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display.draw(i, 0, borderChar, "transparent", "transparent");
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display.draw(i, this._screenHeight - 1, borderChar, "transparent", "transparent");
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}
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// Draw left and right borders
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for (var j = 1; j < this._screenHeight - 1; j++) {
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display.draw(0, j, borderChar, "transparent", "transparent");
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display.draw(this._screenWidth - 1, j, borderChar, "transparent", "transparent");
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}
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},
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drawWelcomeScreen: function() {
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if (!DisplayManager.ensureDisplay()) return;
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DisplayManager.clearDisplay();
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// Draw the border
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this.drawBorder();
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// Draw content
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let y = 3;
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this.drawCenteredText(y, "WOWGUE");
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y += 4;
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// Draw instructions
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this.drawCenteredText(y, "Type enter to queue!");
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this.drawCenteredText(y + 1, "Or use START GAME");
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y += 3;
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// Draw legend with special tile handling
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const display = DisplayManager.getDisplay();
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const legendItems = [
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{ tile: "@2", text: "This is you" },
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{ tile: ">", text: " Escape the dungeon" },
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{ tile: "~", text: " Avoid the monster" },
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{ tile: "$M", text: "Secure the bag" }
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];
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const centerX = Math.floor(this._screenWidth / 2) - 10;
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for (let item of legendItems) {
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let x = centerX;
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// Draw the special tile
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if (window.options?.tileMap?.hasOwnProperty(item.tile)) {
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display.draw(x, y, item.tile, "transparent", "transparent");
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x += item.tile.length;
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} else {
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display.draw(x, y, "?", "transparent", "transparent");
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x += 1;
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}
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// Draw the descriptive text
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this.drawText(x, y, item.text);
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y++;
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}
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// Draw current block info
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y += 2;
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this.drawCenteredText(y, `Current Block: ${this._currentBlockHeight}`);
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// Control HTML button visibility
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const startButton = document.getElementById('startButton');
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if (startButton) {
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startButton.style.display = 'block';
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}
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// Hide animation button on welcome screen
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this.hideAnimationButton();
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// Debug button (shown only in development)
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const isDebugMode = window.location.hostname === 'localhost' ||
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window.location.hostname === '127.0.0.1' ||
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window.location.protocol === 'file:';
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if (isDebugMode) {
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this.drawCenteredText(this._screenHeight - 3, "[DEBUG: Press D]");
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}
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},
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drawStaticWaitingScreen: function() {
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if (!DisplayManager.ensureDisplay()) return;
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const display = DisplayManager.getDisplay();
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// Draw border
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this.drawBorder();
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let y = Math.floor(this._screenHeight / 2) - 2;
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this.drawCenteredText(y, "Waiting for next block...");
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this.drawCenteredText(y + 1, "Your game will start soon");
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// Draw a simple but elegant static dungeon scene
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const centerX = Math.floor(this._screenWidth / 2);
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const roomY = y + 3;
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// Draw a simple room outline
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const roomWidth = 12;
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const startX = centerX - Math.floor(roomWidth / 2);
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// Room walls
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for (let x = startX; x < startX + roomWidth; x++) {
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display.draw(x, roomY - 1, "#", "transparent", "transparent"); // Top wall
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display.draw(x, roomY + 1, "#", "transparent", "transparent"); // Bottom wall
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}
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display.draw(startX - 1, roomY, "#", "transparent", "transparent"); // Left wall
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display.draw(startX + roomWidth, roomY, "#", "transparent", "transparent"); // Right wall
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// Floor tiles
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for (let x = startX; x < startX + roomWidth; x++) {
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display.draw(x, roomY, GameTiles.getFloorTile(), "white", "transparent");
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}
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// Entrance and exit
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display.draw(startX - 2, roomY, "<", "transparent", "transparent"); // Entrance
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display.draw(startX + roomWidth + 1, roomY, ">", "transparent", "transparent"); // Exit
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// Characters in static positions
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display.draw(startX + 2, roomY, GameTiles.getPlayerTile(), "white", "transparent"); // Player
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display.draw(centerX, roomY, GameTiles.getTreasureTile(), "white", "transparent"); // Treasure
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display.draw(startX + roomWidth - 2, roomY, GameTiles.getMonsterTile(), "white", "transparent"); // Monster
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// Add some decorative floor elements
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display.draw(startX + 1, roomY, GameTiles.getFloorTile(true), "white", "transparent"); // Floor variation
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display.draw(startX + roomWidth - 1, roomY, GameTiles.getFloorTile(true), "white", "transparent"); // Floor variation
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},
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drawAnimatedWaitingScreen: function() {
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if (!DisplayManager.ensureDisplay()) return;
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const display = DisplayManager.getDisplay();
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// Draw border
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this.drawBorder();
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// Fixed-position animated text
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let y = Math.floor(this._screenHeight / 2) - 8;
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const baseText = "Waiting for next block";
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const dots = ".".repeat((Math.floor(Date.now() / 500) % 4));
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const paddedDots = dots.padEnd(3, " ");
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this.drawCenteredText(y, `${baseText}${paddedDots}`);
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// ✨ EPIC DUNGEON SCENE WITH PROPER TRANSPARENCY ✨
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const roomStartX = 6;
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const roomEndX = 44;
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const roomStartY = 8;
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const roomEndY = 16;
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const time = Date.now();
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// 🏛️ BASE DUNGEON FLOOR - Dark stone with subtle variation
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for (let x = roomStartX; x <= roomEndX; x++) {
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for (let dy = roomStartY; dy <= roomEndY; dy++) {
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if (x >= 0 && x < this._screenWidth && dy >= 0 && dy < this._screenHeight) {
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const floorTile = GameTiles.getFloorTile(true);
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// Dark atmospheric base - no white foregrounds!
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const baseAlpha = 0.1 + Math.sin(x * 0.2 + dy * 0.3) * 0.05;
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display.draw(x, dy, floorTile, `rgba(100, 80, 60, ${baseAlpha})`, "transparent");
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}
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}
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}
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// 🧱 DUNGEON WALLS - Ancient stone with moss
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for (let x = roomStartX - 1; x <= roomEndX + 1; x++) {
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if (x >= 0 && x < this._screenWidth) {
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const wallGlow = 0.2 + Math.sin(time * 0.001 + x * 0.1) * 0.1;
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display.draw(x, roomStartY - 1, "#", `rgba(80, 70, 50, ${wallGlow})`, "transparent");
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display.draw(x, roomEndY + 1, "#", `rgba(80, 70, 50, ${wallGlow})`, "transparent");
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}
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}
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for (let dy = roomStartY; dy <= roomEndY; dy++) {
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if (dy >= 0 && dy < this._screenHeight) {
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const wallGlow = 0.2 + Math.sin(time * 0.001 + dy * 0.1) * 0.1;
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display.draw(roomStartX - 1, dy, "#", `rgba(80, 70, 50, ${wallGlow})`, "transparent");
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display.draw(roomEndX + 1, dy, "#", `rgba(80, 70, 50, ${wallGlow})`, "transparent");
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}
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}
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// 🔥 MYSTICAL TORCHES - Dancing flames with heat distortion
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const torchPositions = [
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{x: roomStartX - 1, y: roomStartY + 2},
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{x: roomEndX + 1, y: roomStartY + 2},
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{x: roomStartX - 1, y: roomEndY - 2},
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{x: roomEndX + 1, y: roomEndY - 2}
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];
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for (let i = 0; i < torchPositions.length; i++) {
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const torch = torchPositions[i];
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if (torch.x >= 0 && torch.x < this._screenWidth && torch.y >= 0 && torch.y < this._screenHeight) {
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// Main torch flame - animated intensity with tile stack
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const flameIntensity = 0.7 + Math.sin(time / 120 + i * 1.2) * 0.3;
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const flameColor = `rgba(255, ${100 + flameIntensity * 100}, 20, ${flameIntensity})`;
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// Use tile stack: wall + torch for proper layering
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const wallGlow = 0.2 + Math.sin(time * 0.001 + torch.x * 0.1) * 0.1;
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const ch = ["#", "torch"];
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const fg = [`rgba(80, 70, 50, ${wallGlow})`, flameColor];
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const bg = ["transparent", "transparent"];
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display.draw(torch.x, torch.y, ch, fg, bg);
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// Heat distortion around torch
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const heatPositions = [
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{x: torch.x, y: torch.y - 1}, {x: torch.x, y: torch.y + 1},
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{x: torch.x - 1, y: torch.y}, {x: torch.x + 1, y: torch.y}
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];
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for (let heat of heatPositions) {
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if (heat.x >= roomStartX && heat.x <= roomEndX && heat.y >= roomStartY && heat.y <= roomEndY) {
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const shimmer = 0.1 + Math.sin(time / 80 + heat.x + heat.y) * 0.05;
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const floorTile = GameTiles.getFloorTile();
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display.draw(heat.x, heat.y, floorTile, `rgba(255, 150, 50, ${shimmer})`, "transparent");
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}
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}
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// Torch light radius - warm orange glow
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const lightRadius = 3 + Math.sin(time / 200 + i) * 0.5;
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for (let lx = torch.x - 3; lx <= torch.x + 3; lx++) {
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for (let ly = torch.y - 3; ly <= torch.y + 3; ly++) {
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if (lx >= roomStartX && lx <= roomEndX && ly >= roomStartY && ly <= roomEndY) {
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const dist = Math.sqrt((lx - torch.x) ** 2 + (ly - torch.y) ** 2);
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if (dist <= lightRadius) {
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const lightIntensity = Math.max(0, (lightRadius - dist) / lightRadius);
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const warmth = 0.05 + lightIntensity * 0.15;
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const floorTile = GameTiles.getFloorTile();
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display.draw(lx, ly, floorTile, `rgba(255, 180, 80, ${warmth})`, "transparent");
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}
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}
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}
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}
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}
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}
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// Update character positions
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this.updateWaitingAnimation();
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const anim = this._waitingAnimation;
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// 💎 LEGENDARY TREASURE - Pulsating with magical energy
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if (anim.treasureX >= 0 && anim.treasureX < this._screenWidth) {
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const treasurePulse = 0.6 + Math.sin(time / 250) * 0.4;
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const magicShimmer = Math.sin(time / 100) * 0.3 + 0.7;
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// Main treasure glow with tile stack
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const treasureGlow = `rgba(255, 215, 0, ${treasurePulse})`;
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const floorTile = GameTiles.getFloorTile();
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const baseAlpha = 0.1 + Math.sin(anim.treasureX * 0.2 + anim.treasureY * 0.3) * 0.05;
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const ch = [floorTile, GameTiles.getTreasureTile()];
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const fg = [`rgba(100, 80, 60, ${baseAlpha})`, treasureGlow];
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const bg = ["transparent", "transparent"];
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display.draw(anim.treasureX, anim.treasureY, ch, fg, bg);
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// Magic sparkles around treasure
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const sparklePositions = [
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{x: anim.treasureX - 1, y: anim.treasureY - 1},
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{x: anim.treasureX + 1, y: anim.treasureY + 1},
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{x: anim.treasureX - 1, y: anim.treasureY + 1},
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{x: anim.treasureX + 1, y: anim.treasureY - 1}
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];
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for (let sparkle of sparklePositions) {
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if (sparkle.x >= roomStartX && sparkle.x <= roomEndX && sparkle.y >= roomStartY && sparkle.y <= roomEndY) {
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const sparkleIntensity = Math.max(0, Math.sin(time / 150 + sparkle.x + sparkle.y) * 0.4);
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if (sparkleIntensity > 0.2) {
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const floorTile = GameTiles.getFloorTile();
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display.draw(sparkle.x, sparkle.y, floorTile, `rgba(255, 255, 150, ${sparkleIntensity})`, "transparent");
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}
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}
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}
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}
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// 🧙♂️ HEROIC PLAYER - Glowing with determination
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if (anim.playerX >= 0 && anim.playerX < this._screenWidth) {
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// Player aura - heroic blue/white glow
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const heroGlow = 0.4 + Math.sin(time / 300) * 0.2;
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const heroColor = `rgba(100, 150, 255, ${heroGlow})`;
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// Use tile stack: floor + player for proper layering
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const floorTile = GameTiles.getFloorTile();
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const baseAlpha = 0.1 + Math.sin(anim.playerX * 0.2 + anim.playerY * 0.3) * 0.05;
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const ch = [floorTile, "@"];
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const fg = [`rgba(100, 80, 60, ${baseAlpha})`, heroColor];
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const bg = ["transparent", "transparent"];
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display.draw(anim.playerX, anim.playerY, ch, fg, bg);
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// Light footsteps behind player
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if (anim.phase === 'enter' || anim.phase === 'escape') {
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const footstepX = anim.playerX - 1;
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if (footstepX >= roomStartX && footstepX <= roomEndX) {
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const footstepGlow = Math.max(0, Math.sin(time / 400) * 0.2);
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const floorTile = GameTiles.getFloorTile();
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display.draw(footstepX, anim.playerY, floorTile, `rgba(150, 200, 255, ${footstepGlow})`, "transparent");
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}
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}
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}
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// 👹 TERRIFYING MONSTER - Darkness incarnate with red menace
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if (anim.monsterX >= 0 && anim.monsterX < this._screenWidth) {
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// Monster's menacing red glow - more intense than before
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const menacePulse = 0.3 + Math.sin(time / 180) * 0.4;
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const fearColor = `rgba(255, 30, 30, ${menacePulse})`;
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// Use tile stack: floor + monster for proper layering
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const floorTile = GameTiles.getFloorTile();
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const baseAlpha = 0.1 + Math.sin(anim.monsterX * 0.2 + anim.monsterY * 0.3) * 0.05;
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const ch = [floorTile, "~"];
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const fg = [`rgba(100, 80, 60, ${baseAlpha})`, fearColor];
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const bg = ["transparent", "transparent"];
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display.draw(anim.monsterX, anim.monsterY, ch, fg, bg);
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// Spreading darkness around monster
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const shadowRadius = 2 + Math.sin(time / 220) * 0.5;
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for (let sx = anim.monsterX - 2; sx <= anim.monsterX + 2; sx++) {
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for (let sy = anim.monsterY - 2; sy <= anim.monsterY + 2; sy++) {
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if (sx >= roomStartX && sx <= roomEndX && sy >= roomStartY && sy <= roomEndY) {
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const dist = Math.sqrt((sx - anim.monsterX) ** 2 + (sy - anim.monsterY) ** 2);
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if (dist <= shadowRadius && !(sx === anim.monsterX && sy === anim.monsterY)) {
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const shadowIntensity = Math.max(0, (shadowRadius - dist) / shadowRadius * 0.3);
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const darkPulse = Math.sin(time / 300 + dist) * 0.1;
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const floorTile = GameTiles.getFloorTile();
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display.draw(sx, sy, floorTile, `rgba(100, 0, 0, ${shadowIntensity + darkPulse})`, "transparent");
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}
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}
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}
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}
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}
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// 🚪 MYSTICAL PORTALS - Entrance and exit with swirling energy
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const portalPulse = 0.3 + Math.sin(time / 400) * 0.2;
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const entranceGlow = `rgba(50, 255, 50, ${portalPulse})`; // Green entrance
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const exitGlow = `rgba(255, 100, 255, ${portalPulse})`; // Purple exit
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display.draw(roomStartX - 1, 12, '<', entranceGlow, "transparent");
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display.draw(roomEndX + 1, 12, '>', exitGlow, "transparent");
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},
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updateWaitingAnimation: function() {
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const anim = this._waitingAnimation;
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anim.frameCount++;
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// Smooth animation timing - update every 4 frames for fluid movement
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if (anim.frameCount % 4 !== 0) return;
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switch(anim.phase) {
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case 'enter':
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// Player enters from left, smooth movement toward treasure
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if (anim.playerX < anim.treasureX - 2) {
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anim.playerX++;
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} else {
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anim.phase = 'monster_enter';
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}
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break;
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case 'monster_enter':
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// Monster enters and starts chase
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if (anim.monsterX < anim.playerX - 3) {
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anim.monsterX++;
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} else {
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anim.phase = 'chase';
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}
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break;
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case 'chase':
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// Dramatic chase sequence - both moving
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if (anim.playerX < anim.treasureX) {
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anim.playerX++;
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if (anim.monsterX < anim.playerX - 2) {
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anim.monsterX++;
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}
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} else {
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anim.treasureX = -1; // Player gets treasure
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anim.phase = Math.random() < 0.7 ? 'escape' : 'caught';
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}
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break;
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case 'escape':
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// Player successfully escapes with treasure
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if (anim.playerX < 46) {
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anim.playerX++;
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if (anim.monsterX < anim.playerX - 1) {
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anim.monsterX++;
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}
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} else {
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anim.phase = 'exit';
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}
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break;
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case 'caught':
|
|
// 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)
|
|
startBlockSimulation: function() {
|
|
console.log("Starting block simulation...");
|
|
this._currentBlockHeight = Math.floor(Math.random() * 1000000) + 3200000; // Realistic Wownero block height
|
|
this._waitingForBlock = true;
|
|
|
|
// Update welcome screen every second during mining
|
|
this._updateInterval = setInterval(() => {
|
|
if (this._waitingForBlock && !GameState.isGameActive()) {
|
|
this.drawWelcomeScreen();
|
|
} else {
|
|
if (this._updateInterval) {
|
|
clearInterval(this._updateInterval);
|
|
this._updateInterval = null;
|
|
}
|
|
}
|
|
}, 1000);
|
|
|
|
// Simulate new block every 30 seconds
|
|
this._blockTimer = setInterval(() => {
|
|
if (!GameState.isGameActive()) { // Only continue if game is not active
|
|
this._currentBlockHeight++;
|
|
this._waitingForBlock = false;
|
|
this.drawWelcomeScreen();
|
|
|
|
// Show block found message briefly
|
|
setTimeout(() => {
|
|
if (!DisplayManager.ensureDisplay() || GameState.isGameActive()) return;
|
|
let y = Math.floor(this._screenHeight / 2);
|
|
this.drawCenteredText(y, "*** NEW BLOCK FOUND! ***");
|
|
this.drawCenteredText(y + 1, "You may now enter the dungeon!");
|
|
|
|
// Allow entry for 5 seconds
|
|
setTimeout(() => {
|
|
if (!GameState.isGameActive()) {
|
|
this._waitingForBlock = true;
|
|
this.drawWelcomeScreen();
|
|
}
|
|
}, 5000);
|
|
}, 500);
|
|
}
|
|
}, 30000); // 30 second intervals
|
|
},
|
|
|
|
// Stop block simulation
|
|
stopBlockSimulation: function() {
|
|
console.log("Stopping block simulation and clearing all intervals...");
|
|
if (this._blockTimer) {
|
|
clearInterval(this._blockTimer);
|
|
this._blockTimer = null;
|
|
}
|
|
if (this._updateInterval) {
|
|
clearInterval(this._updateInterval);
|
|
this._updateInterval = null;
|
|
}
|
|
this._waitingForBlock = false;
|
|
},
|
|
|
|
// Check if player can enter (not waiting for block or debug mode)
|
|
canEnterGame: function() {
|
|
const isDebugMode = window.location.hostname === 'localhost' ||
|
|
window.location.hostname === '127.0.0.1' ||
|
|
window.location.protocol === 'file:';
|
|
return !this._waitingForBlock || isDebugMode;
|
|
},
|
|
|
|
drawWinScreen: function(hasTreasure) {
|
|
if (!DisplayManager.ensureDisplay()) return;
|
|
DisplayManager.clearDisplay();
|
|
|
|
let y = Math.floor(this._screenHeight / 3);
|
|
this.drawCenteredText(y, "CONGRATULATIONS!");
|
|
|
|
if (hasTreasure) {
|
|
this.drawCenteredText(y + 2, "You escaped with the treasure!");
|
|
} else {
|
|
this.drawCenteredText(y + 2, "You escaped the dungeon!");
|
|
}
|
|
this.drawCenteredText(y + 3, "A true hero of Wownero!");
|
|
},
|
|
|
|
drawLoseScreen: function(reason) {
|
|
if (!DisplayManager.ensureDisplay()) return;
|
|
DisplayManager.clearDisplay();
|
|
|
|
let y = Math.floor(this._screenHeight / 3);
|
|
this.drawCenteredText(y, "YOU HAVE PERISHED");
|
|
|
|
if (reason === 'monster') {
|
|
this.drawCenteredText(y + 2, "Slain by a fearsome beast.");
|
|
} else if (reason === 'timeout') {
|
|
this.drawCenteredText(y + 2, "The dungeon claimed you before the next block.");
|
|
} else {
|
|
this.drawCenteredText(y + 2, "Your adventure ends here.");
|
|
}
|
|
this.drawCenteredText(y + 3, "Better luck next time.");
|
|
},
|
|
|
|
drawWaitingScreen: function() {
|
|
if (!DisplayManager.ensureDisplay()) return;
|
|
DisplayManager.clearDisplay();
|
|
|
|
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();
|
|
}
|
|
};
|
|
|
|
// Make it available globally
|
|
if (typeof window !== 'undefined') {
|
|
window.ScreenManager = ScreenManager;
|
|
}
|