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cutscenes.js
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cutscenes.js
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var preloaderContainer = new PIXI.Container();
function preloader() {
initializeGameOne();
preloaderContainer.zIndex = 50;
app.stage.addChild(preloaderContainer);
let squareBG = new PIXI.Graphics();
squareBG.beginFill(0x000000);
squareBG.moveTo(0, 0);
squareBG.lineTo(900, 0);
squareBG.lineTo(900, 600);
squareBG.lineTo(0, 600);
squareBG.endFill();
preloaderContainer.addChild(squareBG);
function spawnDiamond(x, diamName, color) { // WARNING - VARIABLE VARIABLES
window[diamName] = new PIXI.Graphics();
window[diamName].beginFill(color);
window[diamName].alpha = 0.13; // #222222 is achieved through alpha so that we can reset and tint #FFFFFF later on
window[diamName].moveTo(0, -12);
window[diamName].lineTo(8, 0);
window[diamName].lineTo(0, 12);
window[diamName].lineTo(-8, 0);
window[diamName].endFill();
preloaderContainer.addChild(window[diamName]);
window[diamName].x = x;
window[diamName].y = 300;
}
spawnDiamond(400, 'diam1', '0xFFFFFF');
spawnDiamond(420, 'diam2', '0xFFFFFF');
spawnDiamond(440, 'diam3', '0xFFFFFF');
spawnDiamond(460, 'diam4', '0xFFFFFF');
spawnDiamond(480, 'diam5', '0xFFFFFF');
spawnDiamond(500, 'diam6', '0xFFFFFF');
//const cowColor = randomColor({ hue:'blue'});
const cowColor = '0x72BCD4';
function waitForLogin() {
if (cow.filesPreloaded >= 50 && diam1.alpha == 0.13) { diam1.tint=cowColor; diam1.alpha=1;} // Images load super fast so unbalancing the early progress bar stages is better
if (cow.filesPreloaded >= 100 && diam2.alpha == 0.13) { diam2.tint=cowColor; diam2.alpha=1;} // The alpha check makes sure the color change only occurs once
if (cow.filesPreloaded >= 125 && diam3.alpha == 0.13) { diam3.tint=cowColor; diam3.alpha=1;}
if (cow.filesPreloaded >= 145 && diam4.alpha == 0.13) { diam4.tint=cowColor; diam4.alpha=1;}
if (cow.filesPreloaded >= 160 && diam5.alpha == 0.13) { diam5.tint=cowColor; diam5.alpha=1;}
if (cow.filesPreloaded >= 173 && diam6.alpha == 0.13) { diam6.tint=cowColor; diam6.alpha=1;}
if (cow.preloaderComplete == true) {
fadeOutDiamond(1);
fadeOutDiamond(2);
fadeOutDiamond(3);
fadeOutDiamond(4);
fadeOutDiamond(5);
fadeOutDiamond(6);
showStartGameButton();
}
else { setTimeout(waitForLogin, 250); } // Throttle this to 4FPS instead of 60
}
waitForLogin();
function fadeOutDiamond(number) {
let qq = window['diam' + number]
function fade() {
qq.alpha -= 0.025;
if (qq.alpha < 0) { // if shape is offscreen..
qq.destroy(true); // kill it
} else { window.requestAnimationFrame(fade); } // otherwise, animate another frame and check again
} //
window.requestAnimationFrame(fade); // starts the animation moving
}
}
function showStartGameButton() {
newFade(startGameText, 1, 1.4); // Fadein the start game text
}
function startGame(gameType) {
if (cow.gameStarted == false && cow.preloaderComplete == true && startGameText.style.opacity == 1) {
newFadePlusToggleAndVisibility(startGameText, 0, 0.7) // Fadeout the start game text
initializeGameTwo(gameType); // Start the game
initializeGameThree();
fadeOutPreloader();
showDiamondBar();
showEndgameBar();
newFade(optionsMenuButtonFadeinContainer, 1, 0.7); // Fadein all the UI
optionsMenuButton.style.display = 'inline'; // This and the inline CSS on the HTML tag are required for IE and Edge. Fuck IE.
newFade(resourceCounterFadeinContainer, 1, 0.7);
newFade(lowerRightFadeinContainer, 1, 0.7);
cow.gameStarted = true;
}
function fadeOutPreloader() {
function fade() {
preloaderContainer.alpha -= 0.01;
if (preloaderContainer.alpha < 0) { // if shape is offscreen..
preloaderContainer.destroy(true); // kill it
} else { window.requestAnimationFrame(fade); } // otherwise, animate another frame and check again
} //
window.requestAnimationFrame(fade); // starts the animation moving
}
}
function displayPriceText(x) {
let a;
let b;
switch (x.slice(0,2)) {
case 'di': a = "<img class='diamondCounterShape' style='top:-2px' src='Images/diamond.png'>";
b = "<span class='diamondPriceText' style='top:-9px' class='firefoxHack4'>"; break;
case 'st': a = "<img class='starCounterShape' style='top:-2px' src='Images/star.png'>";
b = "<span class='starPriceText' style='top:-8px' class='firefoxHack4'>"; break;
case 'hx': a = "<img class='hexagonCounterShape' style='top:-2px' src='Images/hexagon.png'>";
b = "<span class='hexagonPriceText' style='top:-8px' class='firefoxHack4'>"; break;
case 'tr': a = "<img class='triangleCounterShape' style='top:-2px' src='Images/triangle.png'>";
b = "<span class='trianglePriceText' style='top:-7px' class='firefoxHack4'>"; break;
case 'ci': a = "<img class='circleCounterShape' style='top:-1px' src='Images/circle.png'>";
b = "<span class='circlePriceText' style='top:-6px' class='firefoxHack4'>"; break;
case 'sq': a = "<img class='squareCounterShape' style='top:-1px' src='Images/square.png'>";
b = "<span class='squarePriceText' style='top:-6px' class='firefoxHack4'>"; break;
case 'sd': a = "<img class='stardustCounterShape' style='top:0px' src='Images/stardust.png'>";
b = "<span class='stardustPriceText' style='top:-5px' class='firefoxHack4'>"; break;
default: break;
}
const c = x.slice(3);
const d = '</span>';
pricesTextBox.innerHTML = a + b + c + d; // Display the shape and the price number
if (pricesTextBox.style.opacity <= 0.2) { fadeInPrices(pricesTextBox, 0.7); } // Fade in the price span. the IF prevents extra animations
if (songTitleSuperdiv.style.opacity >= 0.2) { fadeOutPrices(songTitleSuperdiv); } // Fade out the song title span. The numbers in the IFs are really important, behavior would be weird without them
}
function clearPricesSpan() {
if (pricesTextBox.style.opacity >= 0.025) { fadeOutPrices(pricesTextBox); } // Fade out the price span
if (songTitleSuperdiv.style.opacity <= 0.9) { fadeInPrices(songTitleSuperdiv, 1); } // Fade in the song title span. Must be above 0.7 or it won't work sometimes
}
function displayMusicText(x, lifespan) {
songTitle.innerHTML = '<span style="font-size:18px;">♪</span> <span style="font-size:27px; font-weight:50;">-</span> ' + x; // change the text
newFadeInOut(songTitle, lifespan);
console.log('Now loading music - ' + x);
}
function fadeInPrices(id, opacity) {
id.style.opacity = opacity;
id.style.transition = 'visibility 0s 0.3s, opacity 0.3s linear';
}
function fadeOutPrices(id) {
id.style.opacity = 0;
id.style.transition = 'visibility 0s 0.3s, opacity 0.3s linear';
}
function displayGameTitle() {
if (!document.hidden) { // Skip the whole thing if the tab is backgrounded
const r = 12000; // delay before the fadeout begins
newFade(titleCard1, 0.7, 9); // Fade in all letters at once
newFade(titleCard2, 0.7, 9);
newFade(titleCard3, 0.7, 9);
newFade(titleCard4, 0.7, 9);
newFade(titleCard5, 0.7, 9);
newFade(titleCard6, 0.7, 9);
newFade(titleCard7, 0.7, 9);
newFade(titleCard8, 0.7, 9);
newFade(titleCard9, 0.7, 9);
setTimeout(function() { newFade(titleCard1, 0, 9) }, r); // Fade out one letter at a time
setTimeout(function() { newFade(titleCard2, 0, 9) }, r + 1000);
setTimeout(function() { newFade(titleCard3, 0, 9) }, r + 2000);
setTimeout(function() { newFade(titleCard4, 0, 9) }, r + 3000);
setTimeout(function() { newFade(titleCard5, 0, 9) }, r + 4000);
setTimeout(function() { newFade(titleCard6, 0, 9) }, r + 5000);
setTimeout(function() { newFade(titleCard7, 0, 9) }, r + 6000);
setTimeout(function() { newFade(titleCard8, 0, 9) }, r + 7000);
setTimeout(function() { newFade(titleCard9, 0, 9) }, r + 8000);
function deleteAll() { // Delete the text from the DOM..
titleCard1.className = 'invisible';
titleCard2.className = 'invisible';
titleCard3.className = 'invisible';
titleCard4.className = 'invisible';
titleCard5.className = 'invisible';
titleCard6.className = 'invisible';
titleCard7.className = 'invisible';
titleCard8.className = 'invisible';
titleCard9.className = 'invisible';
}
setTimeout(function() { deleteAll() }, 30000); //..now
}
}
function showDiamondBar() {
if (cow.diamondBarOwned == true) {
newFade(diamondBarPart1, 0.7, 0.7);
newFade(diamondBarPart2, 0.7, 0.7);
newFade(diamondBarPart3, 0.7, 0.7);
newFade(diamondBarPart4, 0.7, 0.7);
newFade(diamondBarPart5, 0.7, 0.7);
newFade(diamondBarPart6, 0.7, 0.7);
newFade(diamondBarLabelImage, 0.7, 0.7);
modifyCSS('progress', 'margin-top', '-17px'); // Prevents sprite blinking onLoad
}
}
function hideDiamondBar() {
newFade(diamondBarPart1, 0, 0.7);
newFade(diamondBarPart2, 0, 0.7);
newFade(diamondBarPart3, 0, 0.7);
newFade(diamondBarPart4, 0, 0.7);
newFade(diamondBarPart5, 0, 0.7);
newFade(diamondBarPart6, 0, 0.7);
newFade(diamondBarLabelImage, 0, 0.7);
}
function showEndgameBar() {
if (cow.endgameBarOwned == true) {
newFade(endgameBarPart1, 0.7, 0.7);
newFade(endgameBarPart2, 0.7, 0.7);
newFade(endgameBarPart3, 0.7, 0.7);
newFade(endgameBarPart4, 0.7, 0.7);
newFade(endgameBarPart5, 0.7, 0.7);
newFade(endgameBarPart6, 0.7, 0.7);
modifyCSS('progress', 'margin-top', '-17px'); // Prevents sprite blinking onLoad
}
}
function beginCredits() {
cow.creditsActivated = true; // prevents credits sequence from spawning with every shape lol
var creditsBGContainer = new PIXI.Container(); // Add new layers for credits stuff
var creditsFGContainer = new PIXI.Container(); //
creditsBGContainer.zIndex = 25; //
creditsFGContainer.zIndex = 30; //
app.stage.addChild(creditsBGContainer); //
app.stage.addChild(creditsFGContainer); //
function spawnCreditsPillar(color, spawnX) {
let square = new PIXI.Graphics(); // create a shape in the PIXI engine
square.beginFill(color); // set a fill and line style, then code in the points
square.moveTo(0, 0); // places the shape at the origin for easy drawing math
square.lineTo(150, 0);
square.lineTo(150, 800);
square.lineTo(0, 800);
square.endFill(); // ends vertice drawing that was in the switch
creditsBGContainer.addChild(square); // add shape to the PIXI stage
square.x = spawnX; // Set fixed X position
square.y = 601;
const speedY = rngRange(1,3)/10;
function move() {
square.y -= speedY; // Standard vertical movement
if (square.y > -20) { window.requestAnimationFrame(move); } // if shape hasn't reached the top yet, keep going
}
window.requestAnimationFrame(move); // starts the animation moving
}
function fadeToWhite(color, spawnX) {
let squareBG = new PIXI.Graphics(); // create a shape in the PIXI engine
squareBG.beginFill(0xE1E5E9); // set a fill and line style, then code in the points
squareBG.moveTo(0, 0); // places the shape at the origin for easy drawing math
squareBG.lineTo(900, 0);
squareBG.lineTo(900, 600);
squareBG.lineTo(0, 600);
squareBG.endFill(); // ends vertice drawing that was in the switch
creditsFGContainer.addChild(squareBG); // add shape to the PIXI stage
squareBG.alpha = 0;
function fadeinBG() {
squareBG.alpha += 0.0004;
Pizzicato.volume -= 0.0004; // Mutes audio slowly
if (squareBG.alpha >= 1) { // Animates until alpha >= 1
cow.hideMusicText = true; // prevents any new music text appearing onscreen
cow.muteMusic = true; // save cpu
cow.muteSFX = true; // save cpu
} else { window.requestAnimationFrame(fadeinBG); } // otherwise, animate another frame and check again
}
window.requestAnimationFrame(fadeinBG); // starts the animation moving
}
function spawnWhiteGlass1() {
let squareG1 = new PIXI.Graphics(); // create a shape in the PIXI engine
squareG1.beginFill(0x000000); // set a fill and line style, then code in the points
squareG1.moveTo(0, 450);
squareG1.lineTo(900, 250);
squareG1.lineTo(900, 600);
squareG1.lineTo(0, 600);
squareG1.endFill(); // ends vertice drawing that was in the switch
creditsFGContainer.addChild(squareG1); // add shape to the PIXI stage
squareG1.alpha = 0;
function fadeinG1() {
squareG1.alpha += 0.0001;
if (squareG1.alpha <= 0.02) { window.requestAnimationFrame(fadeinG1); }
}
window.requestAnimationFrame(fadeinG1); // starts the animation moving
}
function spawnWhiteGlass2() {
let squareG2 = new PIXI.Graphics(); // create a shape in the PIXI engine
squareG2.beginFill(0x000000); // set a fill and line style, then code in the points
squareG2.moveTo(0, 550);
squareG2.lineTo(900, 350);
squareG2.lineTo(900, 600);
squareG2.lineTo(0, 600);
squareG2.endFill(); // ends vertice drawing that was in the switch
creditsFGContainer.addChild(squareG2); // add shape to the PIXI stage
squareG2.alpha = 0;
function fadeinG2() {
squareG2.alpha += 0.0001;
if (squareG2.alpha <= 0.02) { window.requestAnimationFrame(fadeinG2); }
}
window.requestAnimationFrame(fadeinG2); // starts the animation moving
}
function fadeSineForever(id, lifespan) {
id.className = 'visible';
const alteredLifespan = lifespan * (rngRange(100,150)/100); // +0-50%
newFadeInOut(id, alteredLifespan);
setTimeout(function() { fadeSineForever(id, lifespan) }, alteredLifespan * 2000);
}
setTimeout(spawnCreditsPillar, 1, '0x000099', 600);
setTimeout(spawnCreditsPillar, 20000, '0x990000', 0);
setTimeout(newFadePlusToggleAndVisibility, 35000, resourceCounter, 0, 10);
setTimeout(newFade, 35000, pricesTextBoxContainer, 0, 10);
setTimeout(spawnCreditsPillar, 40000, '0x996300', 150);
setTimeout(spawnCreditsPillar, 60000, '0x009900', 450);
setTimeout(newFadePlusToggleAndVisibility, 70000, biomeSelectBar, 0, 10);
setTimeout(newFadePlusToggleAndVisibility, 70000, upgradeBar, 0, 10);
setTimeout(spawnCreditsPillar, 80000, '0x990099', 750);
setTimeout(function() { optionsMenuButton.style.opacity = 0.4; }, 94500); // Required to make this button fadeout. Opacity must 'exist' in the correct place before it can be modified
setTimeout(newFadePlusToggleAndVisibility, 95000, optionsMenuButton, 0, 10);
setTimeout(newFadePlusToggleAndVisibility, 95000, optionsMenu, 0, 10);
setTimeout(spawnCreditsPillar, 100000, '0x999900', 300);
setTimeout(fadeToWhite, 115000);
setTimeout(function() { cow.hideMusicText = true; }, 115000)
setTimeout(spawnWhiteGlass1, 155000);
setTimeout(spawnWhiteGlass2, 155000);
setTimeout(fadeSineForever, 150000, creditsText1, 6);
setTimeout(fadeSineForever, 155000, creditsText2, 6);
setTimeout(fadeSineForever, 165000, creditsText3, 6);
}
function exitCredits() {
if (window.getComputedStyle(creditsText3).opacity > 0.1) {
cow.endgameBarOwned = false;
cow.muteMusic = false;
cow.muteSFX = false;
cow.gameClear = true;
saveGame();
window.location.reload();
}
}