Fix: Timer and Chart UI
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@@ -31,6 +31,8 @@ var LicenseTimer = {
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this.makeTimer();
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this.chart = new Chart();
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this.makeInputScoreGroup();
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@@ -136,12 +138,12 @@ var LicenseTimer = {
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makeTimer: function() {
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// bar
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var bar = game.add.graphics();
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bar.beginFill(0x000000, 0.2);
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bar.drawRect(0, 60, GAME_SCREEN_SIZE.x, 200);
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bar.beginFill(0x202020);
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bar.drawRect(0, 60, GAME_SCREEN_SIZE.x, 240);
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// Timer
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var timerCenterX = game.world.centerX + 60;
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var timerCenterY = 163;
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var timerCenterX = game.world.centerX + LicenseTimer.Timer_CENTER_OFFSET_X;
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var timerCenterY = 183;
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this.timeHourText = this.makeTimerTextContent(timerCenterX - 240, timerCenterY, 160, "00");
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this.makeTimerTextContent(timerCenterX - 120, timerCenterY, 160, ":");
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@@ -193,14 +195,29 @@ var LicenseTimer = {
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timePlus(amount, type) {
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console.log(amount + type);
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// if(type == "hour")
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this.timeLeft += amount * 60;
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this.updateTimeText();
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this.sendTimeLeftToServer();
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},
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timeMinus(amount, type) {
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console.log(amount + type);
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// if(type == "hour") {
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// var totalMinusMinute = amount * LicenseTimer.TIME_MINUTES_FOR_HOUR;
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// if(totalMinusMinute - )
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// }
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this.timeLeft -= amount * 60;
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if(this.timeLeft < 0)
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this.timeLeft = 0;
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this.updateTimeText();
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this.sendTimeLeftToServer();
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},
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makeInputScoreGroup: function() {
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var InputScoreGruopPosY = GAME_SCREEN_SIZE.y - 70;
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var InputScoreGruopPosY = GAME_SCREEN_SIZE.y - LicenseTimer.INPUT_SCORE_GROUP_OFFSET_Y;
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// bar
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var bar = game.add.graphics();
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bar.beginFill(0x303030); //, 0.2);
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@@ -374,6 +391,13 @@ var LicenseTimer = {
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}
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LicenseTimer.TIME_DEFAULT_SEC = 60 * 60; // 60 min * 60 sec
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LicenseTimer.TIME_MILLISECONDS = 1000;
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LicenseTimer.Timer_CENTER_OFFSET_X = 40;
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LicenseTimer.INPUT_SCORE_GROUP_OFFSET_Y = 70;
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LicenseTimer.TIME_MILLISECONDS = 1000;
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LicenseTimer.TIME_MINUTES_FOR_HOUR = 60;
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LicenseTimer.TIME_SECONDS_FOR_MINUTE = 60;
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LicenseTimer.TIME_DEFAULT_SEC
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= LicenseTimer.TIME_MINUTES_FOR_HOUR * LicenseTimer.TIME_SECONDS_FOR_MINUTE; // 60 min * 60 sec
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