diff --git a/CookieMonster.js b/CookieMonster.js index 08fe36e..191ee81 100644 --- a/CookieMonster.js +++ b/CookieMonster.js @@ -1592,7 +1592,7 @@ CM.Disp.CreateTimerBar = function() { */ CM.Disp.TimerBarCreateBar = function(id, name, bars) { timerBar = document.createElement('div'); - timerBar.id = 'CMTimerBarGC'; + timerBar.id = 'CMTimerBar'; timerBar.style.height = '12px'; timerBar.style.margin = '0px 10px'; timerBar.style.position = 'relative'; @@ -1621,6 +1621,8 @@ CM.Disp.TimerBarCreateBar = function(id, name, bars) { colorBar.id = bars[i].id colorBar.style.display = 'inline-block'; colorBar.style.height = '10px'; + colorBar.style.verticalAlign = "text-top"; + colorBar.style.textAlign="center"; if (bars.length - 1 == i) { colorBar.style.borderTopRightRadius = '10px'; colorBar.style.borderBottomRightRadius = '10px'; @@ -1643,7 +1645,7 @@ CM.Disp.TimerBarCreateBar = function(id, name, bars) { } /** - * This function creates an indivudual timer for the timer bar + * This function updates indivudual timers in the timer bar * It is called by CM.Loop() */ CM.Disp.UpdateTimerBar = function() { @@ -1656,6 +1658,7 @@ CM.Disp.UpdateTimerBar = function() { if (Game.shimmerTypes['golden'].spawned == 0 && !Game.Has('Golden switch [off]')) { CM.Disp.TimerBars['CMTimerBarGC'].style.display = ''; l('CMTimerBarGCMinBar').style.width = Math.round(Math.max(0, Game.shimmerTypes['golden'].minTime - Game.shimmerTypes['golden'].time) * maxWidth / Game.shimmerTypes['golden'].maxTime) + 'px'; + l('CMTimerBarGCMinBar').textContent = Math.ceil((Game.shimmerTypes['golden'].minTime - Game.shimmerTypes['golden'].time)/ Game.fps) if (Game.shimmerTypes['golden'].minTime == Game.shimmerTypes['golden'].maxTime) { l('CMTimerBarGCMinBar').style.borderTopRightRadius = '10px'; l('CMTimerBarGCMinBar').style.borderBottomRightRadius = '10px'; @@ -1665,16 +1668,19 @@ CM.Disp.UpdateTimerBar = function() { l('CMTimerBarGCMinBar').style.borderBottomRightRadius = ''; } l('CMTimerBarGCBar').style.width = Math.round(Math.min(Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].minTime, Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].time) * maxWidth / Game.shimmerTypes['golden'].maxTime) + 'px'; + l('CMTimerBarGCBar').textContent = Math.ceil(Math.min(Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].minTime, Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].time) / Game.fps); l('CMTimerBarGCTime').textContent = Math.ceil((Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].time) / Game.fps); numberOfTimers++; } else CM.Disp.TimerBars['CMTimerBarGC'].style.display = 'none'; - // Regulates visibility of Reinder timer + // Regulates visibility of Reindeer timer if (Game.season == 'christmas' && Game.shimmerTypes['reindeer'].spawned == 0) { CM.Disp.TimerBars['CMTimerBarRen'].style.display = ''; l('CMTimerBarRenMinBar').style.width = Math.round(Math.max(0, Game.shimmerTypes['reindeer'].minTime - Game.shimmerTypes['reindeer'].time) * maxWidth / Game.shimmerTypes['reindeer'].maxTime) + 'px'; + l('CMTimerBarRenMinBar').textContent = Math.ceil((Game.shimmerTypes['reindeer'].minTime - Game.shimmerTypes['reindeer'].time)/ Game.fps) l('CMTimerBarRenBar').style.width = Math.round(Math.min(Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].minTime, Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].time) * maxWidth / Game.shimmerTypes['reindeer'].maxTime) + 'px'; + l('CMTimerBarRenBar').textContent = Math.ceil(Math.min(Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].minTime, Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].time) / Game.fps); l('CMTimerBarRenTime').textContent = Math.ceil((Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].time) / Game.fps); numberOfTimers++; } diff --git a/src/Disp.js b/src/Disp.js index f538e7d..02dc403 100644 --- a/src/Disp.js +++ b/src/Disp.js @@ -476,7 +476,7 @@ CM.Disp.CreateTimerBar = function() { */ CM.Disp.TimerBarCreateBar = function(id, name, bars) { timerBar = document.createElement('div'); - timerBar.id = 'CMTimerBarGC'; + timerBar.id = 'CMTimerBar'; timerBar.style.height = '12px'; timerBar.style.margin = '0px 10px'; timerBar.style.position = 'relative'; @@ -505,6 +505,8 @@ CM.Disp.TimerBarCreateBar = function(id, name, bars) { colorBar.id = bars[i].id colorBar.style.display = 'inline-block'; colorBar.style.height = '10px'; + colorBar.style.verticalAlign = "text-top"; + colorBar.style.textAlign="center"; if (bars.length - 1 == i) { colorBar.style.borderTopRightRadius = '10px'; colorBar.style.borderBottomRightRadius = '10px'; @@ -527,7 +529,7 @@ CM.Disp.TimerBarCreateBar = function(id, name, bars) { } /** - * This function creates an indivudual timer for the timer bar + * This function updates indivudual timers in the timer bar * It is called by CM.Loop() */ CM.Disp.UpdateTimerBar = function() { @@ -540,6 +542,7 @@ CM.Disp.UpdateTimerBar = function() { if (Game.shimmerTypes['golden'].spawned == 0 && !Game.Has('Golden switch [off]')) { CM.Disp.TimerBars['CMTimerBarGC'].style.display = ''; l('CMTimerBarGCMinBar').style.width = Math.round(Math.max(0, Game.shimmerTypes['golden'].minTime - Game.shimmerTypes['golden'].time) * maxWidth / Game.shimmerTypes['golden'].maxTime) + 'px'; + l('CMTimerBarGCMinBar').textContent = Math.ceil((Game.shimmerTypes['golden'].minTime - Game.shimmerTypes['golden'].time)/ Game.fps) if (Game.shimmerTypes['golden'].minTime == Game.shimmerTypes['golden'].maxTime) { l('CMTimerBarGCMinBar').style.borderTopRightRadius = '10px'; l('CMTimerBarGCMinBar').style.borderBottomRightRadius = '10px'; @@ -549,16 +552,19 @@ CM.Disp.UpdateTimerBar = function() { l('CMTimerBarGCMinBar').style.borderBottomRightRadius = ''; } l('CMTimerBarGCBar').style.width = Math.round(Math.min(Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].minTime, Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].time) * maxWidth / Game.shimmerTypes['golden'].maxTime) + 'px'; + l('CMTimerBarGCBar').textContent = Math.ceil(Math.min(Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].minTime, Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].time) / Game.fps); l('CMTimerBarGCTime').textContent = Math.ceil((Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].time) / Game.fps); numberOfTimers++; } else CM.Disp.TimerBars['CMTimerBarGC'].style.display = 'none'; - // Regulates visibility of Reinder timer + // Regulates visibility of Reindeer timer if (Game.season == 'christmas' && Game.shimmerTypes['reindeer'].spawned == 0) { CM.Disp.TimerBars['CMTimerBarRen'].style.display = ''; l('CMTimerBarRenMinBar').style.width = Math.round(Math.max(0, Game.shimmerTypes['reindeer'].minTime - Game.shimmerTypes['reindeer'].time) * maxWidth / Game.shimmerTypes['reindeer'].maxTime) + 'px'; + l('CMTimerBarRenMinBar').textContent = Math.ceil((Game.shimmerTypes['reindeer'].minTime - Game.shimmerTypes['reindeer'].time)/ Game.fps) l('CMTimerBarRenBar').style.width = Math.round(Math.min(Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].minTime, Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].time) * maxWidth / Game.shimmerTypes['reindeer'].maxTime) + 'px'; + l('CMTimerBarRenBar').textContent = Math.ceil(Math.min(Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].minTime, Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].time) / Game.fps); l('CMTimerBarRenTime').textContent = Math.ceil((Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].time) / Game.fps); numberOfTimers++; }