Files
CookieMonster/src/Disp/Notifications/Flash.js
Daniël van Noord 3e07541fd5 Added prettier to master (#662)
* Bump dev to 2.031.6

* Added prettier (#661)

* Added prettier

* Added prettier

* Added prettier
2021-03-14 19:08:36 +01:00

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JavaScript

import { CMOptions } from '../../Config/VariablesAndData';
import { isInitializing } from '../../InitSaveLoad/Variables';
/**
* This function creates a flash depending on configs. It is called by all functions
* that check game-events and which have settings for Flashes (e.g., Golden Cookies appearing, Magic meter being full)
* @param {number} mode Sets the intensity of the flash, used to recursively dim flash
* All calls of function have use mode === 3
* @param {string} config The setting in CM.Options that is checked before creating the flash
*/
export default function Flash(mode, config) {
// The arguments check makes the sound not play upon initialization of the mod
if (
(CMOptions[config] === 1 && mode === 3 && isInitializing === false) ||
mode === 1
) {
l('CMWhiteScreen').style.opacity = '0.5';
if (mode === 3) {
l('CMWhiteScreen').style.display = 'inline';
setTimeout(function () {
Flash(2, config);
}, 1000 / Game.fps);
} else {
setTimeout(function () {
Flash(0, config);
}, 1000 / Game.fps);
}
} else if (mode === 2) {
l('CMWhiteScreen').style.opacity = '1';
setTimeout(function () {
Flash(1, config);
}, 1000 / Game.fps);
} else if (mode === 0) l('CMWhiteScreen').style.display = 'none';
}