Added timer overlays in TimerBar (#147)
This commit is contained in:
@@ -1592,7 +1592,7 @@ CM.Disp.CreateTimerBar = function() {
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*/
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CM.Disp.TimerBarCreateBar = function(id, name, bars) {
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timerBar = document.createElement('div');
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timerBar.id = 'CMTimerBarGC';
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timerBar.id = 'CMTimerBar';
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timerBar.style.height = '12px';
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timerBar.style.margin = '0px 10px';
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timerBar.style.position = 'relative';
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@@ -1621,6 +1621,8 @@ CM.Disp.TimerBarCreateBar = function(id, name, bars) {
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colorBar.id = bars[i].id
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colorBar.style.display = 'inline-block';
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colorBar.style.height = '10px';
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colorBar.style.verticalAlign = "text-top";
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colorBar.style.textAlign="center";
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if (bars.length - 1 == i) {
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colorBar.style.borderTopRightRadius = '10px';
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colorBar.style.borderBottomRightRadius = '10px';
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@@ -1643,7 +1645,7 @@ CM.Disp.TimerBarCreateBar = function(id, name, bars) {
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}
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/**
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* This function creates an indivudual timer for the timer bar
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* This function updates indivudual timers in the timer bar
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* It is called by CM.Loop()
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*/
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CM.Disp.UpdateTimerBar = function() {
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@@ -1656,6 +1658,7 @@ CM.Disp.UpdateTimerBar = function() {
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if (Game.shimmerTypes['golden'].spawned == 0 && !Game.Has('Golden switch [off]')) {
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CM.Disp.TimerBars['CMTimerBarGC'].style.display = '';
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l('CMTimerBarGCMinBar').style.width = Math.round(Math.max(0, Game.shimmerTypes['golden'].minTime - Game.shimmerTypes['golden'].time) * maxWidth / Game.shimmerTypes['golden'].maxTime) + 'px';
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l('CMTimerBarGCMinBar').textContent = Math.ceil((Game.shimmerTypes['golden'].minTime - Game.shimmerTypes['golden'].time)/ Game.fps)
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if (Game.shimmerTypes['golden'].minTime == Game.shimmerTypes['golden'].maxTime) {
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l('CMTimerBarGCMinBar').style.borderTopRightRadius = '10px';
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l('CMTimerBarGCMinBar').style.borderBottomRightRadius = '10px';
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@@ -1665,16 +1668,19 @@ CM.Disp.UpdateTimerBar = function() {
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l('CMTimerBarGCMinBar').style.borderBottomRightRadius = '';
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}
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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';
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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);
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l('CMTimerBarGCTime').textContent = Math.ceil((Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].time) / Game.fps);
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numberOfTimers++;
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}
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else CM.Disp.TimerBars['CMTimerBarGC'].style.display = 'none';
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// Regulates visibility of Reinder timer
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// Regulates visibility of Reindeer timer
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if (Game.season == 'christmas' && Game.shimmerTypes['reindeer'].spawned == 0) {
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CM.Disp.TimerBars['CMTimerBarRen'].style.display = '';
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l('CMTimerBarRenMinBar').style.width = Math.round(Math.max(0, Game.shimmerTypes['reindeer'].minTime - Game.shimmerTypes['reindeer'].time) * maxWidth / Game.shimmerTypes['reindeer'].maxTime) + 'px';
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l('CMTimerBarRenMinBar').textContent = Math.ceil((Game.shimmerTypes['reindeer'].minTime - Game.shimmerTypes['reindeer'].time)/ Game.fps)
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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';
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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);
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l('CMTimerBarRenTime').textContent = Math.ceil((Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].time) / Game.fps);
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numberOfTimers++;
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}
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12
src/Disp.js
12
src/Disp.js
@@ -476,7 +476,7 @@ CM.Disp.CreateTimerBar = function() {
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*/
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CM.Disp.TimerBarCreateBar = function(id, name, bars) {
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timerBar = document.createElement('div');
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timerBar.id = 'CMTimerBarGC';
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timerBar.id = 'CMTimerBar';
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timerBar.style.height = '12px';
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timerBar.style.margin = '0px 10px';
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timerBar.style.position = 'relative';
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@@ -505,6 +505,8 @@ CM.Disp.TimerBarCreateBar = function(id, name, bars) {
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colorBar.id = bars[i].id
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colorBar.style.display = 'inline-block';
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colorBar.style.height = '10px';
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colorBar.style.verticalAlign = "text-top";
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colorBar.style.textAlign="center";
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if (bars.length - 1 == i) {
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colorBar.style.borderTopRightRadius = '10px';
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colorBar.style.borderBottomRightRadius = '10px';
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@@ -527,7 +529,7 @@ CM.Disp.TimerBarCreateBar = function(id, name, bars) {
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}
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/**
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* This function creates an indivudual timer for the timer bar
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* This function updates indivudual timers in the timer bar
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* It is called by CM.Loop()
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*/
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CM.Disp.UpdateTimerBar = function() {
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@@ -540,6 +542,7 @@ CM.Disp.UpdateTimerBar = function() {
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if (Game.shimmerTypes['golden'].spawned == 0 && !Game.Has('Golden switch [off]')) {
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CM.Disp.TimerBars['CMTimerBarGC'].style.display = '';
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l('CMTimerBarGCMinBar').style.width = Math.round(Math.max(0, Game.shimmerTypes['golden'].minTime - Game.shimmerTypes['golden'].time) * maxWidth / Game.shimmerTypes['golden'].maxTime) + 'px';
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l('CMTimerBarGCMinBar').textContent = Math.ceil((Game.shimmerTypes['golden'].minTime - Game.shimmerTypes['golden'].time)/ Game.fps)
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if (Game.shimmerTypes['golden'].minTime == Game.shimmerTypes['golden'].maxTime) {
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l('CMTimerBarGCMinBar').style.borderTopRightRadius = '10px';
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l('CMTimerBarGCMinBar').style.borderBottomRightRadius = '10px';
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@@ -549,16 +552,19 @@ CM.Disp.UpdateTimerBar = function() {
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l('CMTimerBarGCMinBar').style.borderBottomRightRadius = '';
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}
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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';
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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);
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l('CMTimerBarGCTime').textContent = Math.ceil((Game.shimmerTypes['golden'].maxTime - Game.shimmerTypes['golden'].time) / Game.fps);
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numberOfTimers++;
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}
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else CM.Disp.TimerBars['CMTimerBarGC'].style.display = 'none';
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// Regulates visibility of Reinder timer
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// Regulates visibility of Reindeer timer
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if (Game.season == 'christmas' && Game.shimmerTypes['reindeer'].spawned == 0) {
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CM.Disp.TimerBars['CMTimerBarRen'].style.display = '';
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l('CMTimerBarRenMinBar').style.width = Math.round(Math.max(0, Game.shimmerTypes['reindeer'].minTime - Game.shimmerTypes['reindeer'].time) * maxWidth / Game.shimmerTypes['reindeer'].maxTime) + 'px';
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l('CMTimerBarRenMinBar').textContent = Math.ceil((Game.shimmerTypes['reindeer'].minTime - Game.shimmerTypes['reindeer'].time)/ Game.fps)
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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';
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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);
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l('CMTimerBarRenTime').textContent = Math.ceil((Game.shimmerTypes['reindeer'].maxTime - Game.shimmerTypes['reindeer'].time) / Game.fps);
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numberOfTimers++;
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}
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