var intermissions = [ [], /* L1 */["YOU DON'T STAND A CHANCE."], /* L2 */["GIVE IT UP, SISTER."], /* L3 */["YOU MUST BE KIDDING ME."], /* L4 */["TRY THIS ONE ON FOR SIZE."], /* L5 */["AMATEUR HOUR IS OVER."], /* L6 */["BETTER HURRY UP."], /* L7 */["YOU ARE JUST AWFUL AT THIS."], /* L8 */["THIS IS JUST TOO EASY."], /* L9 */["JUST GIVE IT UP ALREADY."], /* L10 */["BETTER THINK QUICK NOW."], /* L11 */["EASY PEASY."], /* L12 */["THERE'S 38 LEVELS TO GO AFTER THIS."], /* L13 */["NOT AS EASY AS IT LOOKS."], /* L14 */["NOT HARD AT ALL."], /* L15 */["YOU'RE A DISGRACE!"], /* L16 */["TRY THIS ONE ON FOR SIZE."], /* L17 */["HOW GOOD IS YOUR TIMING?"], /* L18 */["CAN YOU MAKE IT?"], /* L19 */["DON'T GET FRUSTRATED NOW."], /* L20 */["LET'S SEE YOU BEAT THIS ONE."], /* L21 */["COME ON NANCY BOY LET'S GO!"], /* L22 */["YOU'RE NOT EVEN HALF WAY DONE."], /* L23 */["MULTITASKING MUCH?"], /* L24 */["YOU WON'T BEAT THIS LEVEL."], /* L25 */["YOU CAN'T BE SERIOUS."], /* L26 */["THIS SHOULD BE FUN."], /* L27 */["PATIENCE IS KEY."], /* L28 */["WE CAN DO THIS ALL DAY."], /* L29 */["GET OUT OF HERE."], /* L30 */["OH IT'S ON NOW."], /* L31 */["YOU'VE GOT TO MOVE QUICKER!"], /* L32 */["YOU MUST BE GETTING EXHAUSTED..."], /* L33 */["DON'T MISS ANY..."], /* L34 */["HERE COMES THE THUNDER!"], /* L35 */["FASTER! GO FASTER!"], /* L36 */["WE'RE GOING TO BE HERE FOR A WHILE..."], /* L37 */["NO MISTAKES ALLOWED."], /* L38 */["REMEMBER THIS ONE?"], /* L39 */["YOU WON'T BEAT THIS LEVEL."], /* L40 */["DON'T MISS ANY..."], /* L41 */["GET IN THERE."], /* L42 */["BACK AND FOURTH AND AROUND AND AROUND..."], /* L43 */["DIAGONALLY?!"], /* L44 */["THIS SHOULD BE FUN."], /* L45 */["THIS ONE TAKES SKILLS."], /* L46 */["YOU'D BETTER CLEAR YOUR SCHEDULE..."], /* L47 */["NO SKILLS? NO WAY."], /* L48 */["CAN YOU MAKE IT?!"], /* L49 */["YOU'RE ALMOST THERE!"], /* L50 */["IMPOSSIBLE."], ]; function initIntermission() { state = "intermission"; intermissionTimer = INTERMISSION_TIMER_TOT; finishInstructions(); } function updateIntermission() { if (state == "intermission") { if (intermissionTimer > 0) { intermissionTimer--; } else { state = "game"; resetPlayer(); resetEnemies(level); playerAtCheck(true); initInstructions(); justLoaded = false; } } } function drawIntermission() { drawPlainBg(); // text const TEXT_SIZE = 26; canvas.fillStyle = "black"; canvas.font = "bold " + cwh(TEXT_SIZE) + "px Arial"; canvas.textAlign = "center"; if (intermissions[level].length == 1) { canvas.fillText(intermissions[level][0], cwh(CANVAS_WIDTH / 2) + os.x, cwh(CANVAS_HEIGHT / 2 + INTERMISSION_Y_FIX) + os.y); } else if (intermissions[level].length == 2) { canvas.fillText(intermissions[level][0], cwh(CANVAS_WIDTH / 2) + os.x, cwh(CANVAS_HEIGHT / 2 - TEXT_SIZE / 2 - INTERMISSION_TEXT_SPACE + INTERMISSION_Y_FIX) + os.y); canvas.fillText(intermissions[level][1], cwh(CANVAS_WIDTH / 2) + os.x, cwh(CANVAS_HEIGHT / 2 + TEXT_SIZE / 2 + INTERMISSION_TEXT_SPACE + INTERMISSION_Y_FIX) + os.y); } else if (intermissions[level].length == 3) { canvas.fillText(intermissions[level][0], cwh(CANVAS_WIDTH / 2) + os.x, cwh(CANVAS_HEIGHT / 2 - (TEXT_SIZE + INTERMISSION_TEXT_SPACE * 2) + INTERMISSION_Y_FIX) + os.y); canvas.fillText(intermissions[level][1], cwh(CANVAS_WIDTH / 2) + os.x, cwh(CANVAS_HEIGHT / 2 + INTERMISSION_Y_FIX) + os.y); canvas.fillText(intermissions[level][2], cwh(CANVAS_WIDTH / 2) + os.x, cwh(CANVAS_HEIGHT / 2 + (TEXT_SIZE + INTERMISSION_TEXT_SPACE * 2) + INTERMISSION_Y_FIX) + os.y); } } function drawPlainBg() { var color0, color1; if (level >= WALLS_RED) { color0 = INTERMISSION_COLOR_2_0; color1 = INTERMISSION_COLOR_2_1; } else if (level >= WALLS_PURPLE) { color0 = INTERMISSION_COLOR_1_0; color1 = INTERMISSION_COLOR_1_1; } else { color0 = INTERMISSION_COLOR_0_0; color1 = INTERMISSION_COLOR_0_1; } var grad = canvas.createLinearGradient(os.x, os.y, os.x, cwh(CANVAS_HEIGHT - BAR_HEIGHT * 2) + os.y); canvas.beginPath(); canvas.rect(os.x, cwh(BAR_HEIGHT) + os.y, cwh(CANVAS_WIDTH), cwh(CANVAS_HEIGHT - BAR_HEIGHT * 2)); grad.addColorStop(0, color0); grad.addColorStop(1, color1); canvas.fillStyle = grad; canvas.fill(); }