Added timer overlays in TimerBar (#147)

This commit is contained in:
Daniel van Noord
2020-12-27 12:39:33 +01:00
parent 319a3102de
commit 97014d273e
2 changed files with 18 additions and 6 deletions

View File

@@ -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++;
}

View File

@@ -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++;
}