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Tag: Reverted
floating particles
 
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// ===============================
// ===============================
// Sticky Header Game Time
// Sticky Header Game Time
// Display: "Mar 1 YR1" (anchored at install time)
// Display: "Mar 1 YR1"
// Rules:
// Rules:
// - Each real hour = +1 in-game day number
// - Each real hour = +1 in-game day (1..24)
// - Each 24 hours = +1 in-game month (Jan..Jul via 7-day cycle)
// - Each 24 hours = +1 in-game month (Jan..Jul cycle)
// - Each 7 months/days = +1 in-game year
// - Each 7 days = +1 in-game year
// ===============================
// ===============================
mw.hook('wikipage.content').add(function () {
mw.hook('wikipage.content').add(function () {
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     const months = ['Jan','Feb','Mar','Apr','May','Jun','Jul'];
     const months = ['Jan','Feb','Mar','Apr','May','Jun','Jul'];


     // --------- ANCHOR: "right now" is Mar 1 YR1 ----------
     // --------- ANCHOR: right now is Mar 1 YR1 ----------
     const ANCHOR_MONTH_INDEX = 2; // Mar (Jan=0)
     const ANCHOR_MONTH_INDEX = 5; // Mar (Jan=0)
     const ANCHOR_DAY = 1;        // Day 1
     const ANCHOR_DAY = 14;        // 1..24
     const ANCHOR_YEAR = 1;        // YR1
     const ANCHOR_YEAR = 1;        // YR1


     // Optional timezone shift (0 = UTC). If you want server/local behavior, tell me your target TZ.
     // If you want the game to follow a fixed timezone for everyone:
    // 0 = UTC. (Use 0 unless you KNOW you want another fixed offset.)
     const GAME_TZ_OFFSET_HOURS = 0;
     const GAME_TZ_OFFSET_HOURS = 0;


     const getShiftedNow = () => new Date(Date.now() + GAME_TZ_OFFSET_HOURS * 3600000);
     const getShiftedNow = () => new Date(Date.now() + GAME_TZ_OFFSET_HOURS * 3600000);


     // Anchor to the current real-hour boundary so changes happen cleanly on the hour
     // Anchor to the current hour boundary (so it flips cleanly each hour)
     const now = getShiftedNow();
     const now = getShiftedNow();
     const anchorRealHour = new Date(Date.UTC(
     const anchorRealHour = new Date(Date.UTC(
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     ));
     ));


     // Build UI pill
     // UI pill
     const wrap = document.createElement('span');
     const wrap = document.createElement('span');
     wrap.id = 'sticky-game-time';
     wrap.id = 'sticky-game-time';
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     wrap.appendChild(value);
     wrap.appendChild(value);
    // Put it before the default icons
     icons.prepend(wrap);
     icons.prepend(wrap);


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         const t = getShiftedNow();
         const t = getShiftedNow();


         // Total whole hours passed since anchor
         // Whole hours passed since we declared "Mar 1 YR1"
         const hoursPassed = Math.floor((t.getTime() - anchorRealHour.getTime()) / 3600000);
         const hoursPassed = Math.floor((t.getTime() - anchorRealHour.getTime()) / 3600000);


         // Day number advances each hour starting from ANCHOR_DAY
         // Day increments each hour
         const dayIndexFromAnchor = (ANCHOR_DAY - 1) + hoursPassed; // 0-based
         const dayIndex = (ANCHOR_DAY - 1) + hoursPassed; // 0-based
         const dayNumber = (dayIndexFromAnchor % 24) + 1;
         const dayNumber = (dayIndex % 24) + 1;           // 1..24


         // Every 24 hours, advance the "month/day-of-week" cycle
         // Month increments each 24 hours
         const daysPassed = Math.floor(dayIndexFromAnchor / 24); // 0..∞
         const daysPassed = Math.floor(dayIndex / 24);   // 0..∞


         // Total "day-of-week" index (0..6) across years
         // Month+Year cycle is 7 days long
         const totalDayOfWeekIndex =
         const totalMonthIndex = (ANCHOR_YEAR - 1) * 7 + ANCHOR_MONTH_INDEX + daysPassed;
            (ANCHOR_YEAR - 1) * 7 + ANCHOR_MONTH_INDEX + daysPassed;


         const year = Math.floor(totalDayOfWeekIndex / 7) + 1;
         const year = Math.floor(totalMonthIndex / 7) + 1;
         const month = months[((totalDayOfWeekIndex % 7) + 7) % 7];
         const month = months[((totalMonthIndex % 7) + 7) % 7];


         return `${month} ${dayNumber} YR${year}`;
         return `${month} ${dayNumber} YR${year}`;
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     }
     }


     // Update now
     // Initial update
     update();
     update();


     // Update exactly on the next hour boundary, then every hour
     // Update exactly on next hour, then every hour
     const now2 = getShiftedNow();
     const now2 = getShiftedNow();
     const msUntilNextHour =
     const msUntilNextHour =
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});
});


this is what I have now. can you make those time things we added be evenly spaced across the bar
// Floating particles
(function () {
  const canvas = document.createElement('canvas');
  canvas.id = 'particle-canvas';
  document.body.prepend(canvas);
 
  const ctx = canvas.getContext('2d');
  const particles = [];
  const COUNT = 80;
 
  const COLORS = [
    'rgba(0, 53, 102,  0.9)',  // #003566
    'rgba(0, 29,  61,  0.8)',  // #001d3d
    'rgba(0,  8,  20,  0.7)',  // #000814
    'rgba(255, 255, 255, 0.15)', // subtle white glint
  ];
 
  function resize() {
    canvas.width  = window.innerWidth;
    canvas.height = window.innerHeight;
  }
 
  function randomBetween(a, b) {
    return a + Math.random() * (b - a);
  }
 
  function createParticle() {
    return {
      x:      randomBetween(0, canvas.width),
      y:      randomBetween(canvas.height * 0.2, canvas.height),
      radius:  randomBetween(1.5, 5),
      color:  COLORS[Math.floor(Math.random() * COLORS.length)],
      speedY:  randomBetween(0.2, 0.7),
      speedX:  randomBetween(-0.2, 0.2),
      opacity: 0,
      fadeIn:  randomBetween(0.003, 0.008),
      life:    randomBetween(0.4, 1),  // 0–1, fades out after 0.8
    };
  }
 
  for (let i = 0; i < COUNT; i++) {
    const p = createParticle();
    p.y = randomBetween(0, canvas.height); // spread on init
    p.opacity = randomBetween(0, 1);
    particles.push(p);
  }
 
  function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
 
    particles.forEach((p, i) => {
      // Fade in / out
      if (p.life < 0.8) {
        p.opacity = Math.min(1, p.opacity + p.fadeIn);
      } else {
        p.opacity = Math.max(0, p.opacity - p.fadeIn * 0.5);
      }
 
      p.life += 0.001;
      p.y    -= p.speedY;
      p.x    += p.speedX;
 
      // Reset when off screen or fully faded
      if (p.y < -10 || p.life > 1.2) {
        particles[i] = createParticle();
        return;
      }
 
      ctx.beginPath();
      ctx.arc(p.x, p.y, p.radius, 0, Math.PI * 2);
      ctx.globalAlpha = p.opacity;
      ctx.fillStyle  = p.color;
      ctx.fill();
 
      // Soft glow
      ctx.shadowBlur  = 8;
      ctx.shadowColor = p.color;
      ctx.fill();
      ctx.shadowBlur  = 0;
    });
 
    ctx.globalAlpha = 1;
    requestAnimationFrame(draw);
  }
 
  resize();
  draw();
  window.addEventListener('resize', resize);
})();

Latest revision as of 04:10, 17 February 2026

/* Any JavaScript here will be loaded for all users on every page load. */

// Tab functionality
$(document).ready(function() {
    // Initialize tabs - show first tab by default
    $('.wiki-tabs-container').each(function() {
        var $container = $(this);
        var $firstButton = $container.find('.wiki-tab-button').first();
        var firstTabId = $firstButton.data('tab');
        
        $firstButton.addClass('active');
        $container.find('#' + firstTabId).addClass('active').show();
    });
    
    // Tab click handler
    $('.wiki-tab-button').on('click', function() {
        var $button = $(this);
        var tabId = $button.data('tab');
        var $container = $button.closest('.wiki-tabs-container');
        
        // Remove active class from all buttons and panes in this container
        $container.find('.wiki-tab-button').removeClass('active');
        $container.find('.wiki-tab-pane').removeClass('active').hide();
        
        // Add active class to clicked button and corresponding pane
        $button.addClass('active');
        $container.find('#' + tabId).addClass('active').show();
    });
});

// ===============================
// Add Custom Sticky Header Link
// ===============================
mw.hook('wikipage.content').add(function () {

    const icons = document.querySelector('.vector-sticky-header-icons');
    if (!icons) return;

    // Prevent duplicate button on navigation
    if (document.getElementById('custom-sticky-link')) return;

    const link = document.createElement('a');
    link.id = 'custom-sticky-link';
    link.href = 'https://discord.gg/t2Rp2dRvze'; // CHANGE THIS
    link.target = '_blank';
    link.className = 'cdx-button cdx-button--fake-button cdx-button--fake-button--enabled cdx-button--weight-quiet';
    link.textContent = 'Join Us on Discord!'; // CHANGE TEXT
    link.style.marginLeft = '10px';
    link.style.fontWeight = 'bold';

    icons.prepend(link); // use appendChild() if you want it at the end
});

// ===============================
// Sticky Header Countdown Timer (Vector 2022) - to Apr 18, 2026 00:00 UTC
// ===============================
mw.hook('wikipage.content').add(function () {
    const icons = document.querySelector('.vector-sticky-header-icons');
    if (!icons) return;

    // Prevent duplicates
    if (document.getElementById('sticky-countdown')) return;

    // Target: Sat, 18 Apr 2026 at 00:00 GMT+00:00 (UTC)
    const target = new Date('2026-04-18T00:00:00Z');

    const wrap = document.createElement('span');
    wrap.id = 'sticky-countdown';
    wrap.className = 'sticky-countdown';

    const label = document.createElement('span');
    label.className = 'sticky-countdown__label';
    label.textContent = 'Ends in:';

    const value = document.createElement('span');
    value.className = 'sticky-countdown__value';
    value.textContent = '--:--:--';

    wrap.appendChild(label);
    wrap.appendChild(value);

    // Put it before the default icons (Talk/History/Edit)
    icons.prepend(wrap);

    const pad = (n) => String(n).padStart(2, '0');

    const formatRemaining = (ms) => {
        if (ms <= 0) return '00:00:00';
        const totalSeconds = Math.floor(ms / 1000);

        const days = Math.floor(totalSeconds / 86400);
        const hours = Math.floor((totalSeconds % 86400) / 3600);
        const minutes = Math.floor((totalSeconds % 3600) / 60);
        const seconds = totalSeconds % 60;

        if (days > 0) return `${days}d ${pad(hours)}:${pad(minutes)}:${pad(seconds)}`;
        return `${pad(hours)}:${pad(minutes)}:${pad(seconds)}`;
    };

    const update = () => {
        const now = new Date();
        const diff = target.getTime() - now.getTime();
        value.textContent = formatRemaining(diff);
        wrap.classList.toggle('is-expired', diff <= 0);
    };

    update();
    const timerId = window.setInterval(update, 1000);

    // Cleanup if element removed (rare, but safe)
    const observer = new MutationObserver(() => {
        if (!document.getElementById('sticky-countdown')) {
            clearInterval(timerId);
            observer.disconnect();
        }
    });
    observer.observe(document.body, { childList: true, subtree: true });
});

// ===============================



// ===============================
// Sticky Header Game Time
// Display: "Mar 1 YR1"
// Rules:
// - Each real hour = +1 in-game day (1..24)
// - Each 24 hours = +1 in-game month (Jan..Jul cycle)
// - Each 7 days = +1 in-game year
// ===============================
mw.hook('wikipage.content').add(function () {
    const icons = document.querySelector('.vector-sticky-header-icons');
    if (!icons) return;

    if (document.getElementById('sticky-game-time')) return;

    const months = ['Jan','Feb','Mar','Apr','May','Jun','Jul'];

    // --------- ANCHOR: right now is Mar 1 YR1 ----------
    const ANCHOR_MONTH_INDEX = 5; // Mar (Jan=0)
    const ANCHOR_DAY = 14;         // 1..24
    const ANCHOR_YEAR = 1;        // YR1

    // If you want the game to follow a fixed timezone for everyone:
    // 0 = UTC. (Use 0 unless you KNOW you want another fixed offset.)
    const GAME_TZ_OFFSET_HOURS = 0;

    const getShiftedNow = () => new Date(Date.now() + GAME_TZ_OFFSET_HOURS * 3600000);

    // Anchor to the current hour boundary (so it flips cleanly each hour)
    const now = getShiftedNow();
    const anchorRealHour = new Date(Date.UTC(
        now.getUTCFullYear(),
        now.getUTCMonth(),
        now.getUTCDate(),
        now.getUTCHours(), 0, 0, 0
    ));

    // UI pill
    const wrap = document.createElement('span');
    wrap.id = 'sticky-game-time';
    wrap.className = 'sticky-game-time';

    const value = document.createElement('span');
    value.className = 'sticky-game-time__value';

    wrap.appendChild(value);

    // Put it before the default icons
    icons.prepend(wrap);

    function computeGameString() {
        const t = getShiftedNow();

        // Whole hours passed since we declared "Mar 1 YR1"
        const hoursPassed = Math.floor((t.getTime() - anchorRealHour.getTime()) / 3600000);

        // Day increments each hour
        const dayIndex = (ANCHOR_DAY - 1) + hoursPassed; // 0-based
        const dayNumber = (dayIndex % 24) + 1;           // 1..24

        // Month increments each 24 hours
        const daysPassed = Math.floor(dayIndex / 24);    // 0..∞

        // Month+Year cycle is 7 days long
        const totalMonthIndex = (ANCHOR_YEAR - 1) * 7 + ANCHOR_MONTH_INDEX + daysPassed;

        const year = Math.floor(totalMonthIndex / 7) + 1;
        const month = months[((totalMonthIndex % 7) + 7) % 7];

        return `${month} ${dayNumber} YR${year}`;
    }

    function update() {
        value.textContent = computeGameString();
    }

    // Initial update
    update();

    // Update exactly on next hour, then every hour
    const now2 = getShiftedNow();
    const msUntilNextHour =
        3600000 - (now2.getUTCMinutes() * 60000 + now2.getUTCSeconds() * 1000 + now2.getUTCMilliseconds());

    setTimeout(function () {
        update();
        setInterval(update, 3600000);
    }, msUntilNextHour);
});


// ===============================
// Sticky Header Clock (timezone-stable)
// Shows the same time for everyone by forcing a timezone (UTC by default)
// ===============================
mw.hook('wikipage.content').add(function () {
    const icons = document.querySelector('.vector-sticky-header-icons');
    if (!icons) return;

    if (document.getElementById('sticky-clock')) return;

    // Choose the clock timezone:
    // - "Etc/UTC" for UTC (same for all users)
    // - Or "America/New_York" (same for all users, displayed in NY time)
    const CLOCK_TIMEZONE = 'Etc/UTC'; // <-- change if you want a specific zone

    const wrap = document.createElement('span');
    wrap.id = 'sticky-clock';
    wrap.className = 'sticky-clock';

    const label = document.createElement('span');
    label.className = 'sticky-clock__label';
    label.textContent = (CLOCK_TIMEZONE === 'Etc/UTC') ? 'UTC:' : 'Time:';

    const value = document.createElement('span');
    value.className = 'sticky-clock__value';

    wrap.appendChild(label);
    wrap.appendChild(value);

    // Put it near the front (use appendChild to put it at the end)
    icons.prepend(wrap);

    const fmt = new Intl.DateTimeFormat('en-GB', {
        timeZone: CLOCK_TIMEZONE,
        hour: '2-digit',
        minute: '2-digit',
        second: '2-digit',
        hour12: false
    });

    function updateClock() {
        value.textContent = fmt.format(new Date());
    }

    updateClock();
    setInterval(updateClock, 1000);
});

// Floating particles
(function () {
  const canvas = document.createElement('canvas');
  canvas.id = 'particle-canvas';
  document.body.prepend(canvas);

  const ctx = canvas.getContext('2d');
  const particles = [];
  const COUNT = 80;

  const COLORS = [
    'rgba(0, 53, 102,  0.9)',   // #003566
    'rgba(0, 29,  61,  0.8)',   // #001d3d
    'rgba(0,  8,  20,  0.7)',   // #000814
    'rgba(255, 255, 255, 0.15)', // subtle white glint
  ];

  function resize() {
    canvas.width  = window.innerWidth;
    canvas.height = window.innerHeight;
  }

  function randomBetween(a, b) {
    return a + Math.random() * (b - a);
  }

  function createParticle() {
    return {
      x:       randomBetween(0, canvas.width),
      y:       randomBetween(canvas.height * 0.2, canvas.height),
      radius:  randomBetween(1.5, 5),
      color:   COLORS[Math.floor(Math.random() * COLORS.length)],
      speedY:  randomBetween(0.2, 0.7),
      speedX:  randomBetween(-0.2, 0.2),
      opacity: 0,
      fadeIn:  randomBetween(0.003, 0.008),
      life:    randomBetween(0.4, 1),   // 0–1, fades out after 0.8
    };
  }

  for (let i = 0; i < COUNT; i++) {
    const p = createParticle();
    p.y = randomBetween(0, canvas.height); // spread on init
    p.opacity = randomBetween(0, 1);
    particles.push(p);
  }

  function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);

    particles.forEach((p, i) => {
      // Fade in / out
      if (p.life < 0.8) {
        p.opacity = Math.min(1, p.opacity + p.fadeIn);
      } else {
        p.opacity = Math.max(0, p.opacity - p.fadeIn * 0.5);
      }

      p.life += 0.001;
      p.y    -= p.speedY;
      p.x    += p.speedX;

      // Reset when off screen or fully faded
      if (p.y < -10 || p.life > 1.2) {
        particles[i] = createParticle();
        return;
      }

      ctx.beginPath();
      ctx.arc(p.x, p.y, p.radius, 0, Math.PI * 2);
      ctx.globalAlpha = p.opacity;
      ctx.fillStyle   = p.color;
      ctx.fill();

      // Soft glow
      ctx.shadowBlur  = 8;
      ctx.shadowColor = p.color;
      ctx.fill();
      ctx.shadowBlur  = 0;
    });

    ctx.globalAlpha = 1;
    requestAnimationFrame(draw);
  }

  resize();
  draw();
  window.addEventListener('resize', resize);
})();