Browse Source

fixed animation on zilch

master
Lurkars 8 years ago
parent
commit
97347dcdae
  1. 752
      js/game.js
  2. 56
      js/interface.js
  3. 42
      style/main.css

752
js/game.js

@ -1,458 +1,488 @@
/**
* Game (Model + Controller)
*/
function Game(Interface) {
var self = this;
var self = this;
self.Interface = new Interface;
// get interface
self.Interface = new Interface;
self.Interface.on("restart", self.restart.bind(this));
self.Interface.on("takePoints", self.takePoints.bind(this));
self.Interface.on("addPoints", self.addPoints.bind(this));
self.Interface.on("rollDices", self.rollDices.bind(this));
self.Interface.on("toggleDice", self.toggleDice.bind(this));
self.Interface.on("toggleCpu", self.toggleCpu.bind(this));
// register event callbacks
self.Interface.on("restart", self.restart.bind(this));
self.Interface.on("takePoints", self.takePoints.bind(this));
self.Interface.on("addPoints", self.addPoints.bind(this));
self.Interface.on("rollDices", self.rollDices.bind(this));
self.Interface.on("toggleDice", self.toggleDice.bind(this));
self.setup();
self.setup();
}
/**
* Restart game (reset)
*/
Game.prototype.restart = function() {
this.Interface.setup();
this.setup();
this.Interface.setup();
this.setup();
};
/**
* Setup new game
*/
Game.prototype.setup = function() {
var self = this;
self.player = {
score: 0,
zilch: 0
};
self.cpu = {
score: 0,
zilch: 0
};
self.dices = []
var self = this;
self.player = {
score: 0,
zilch: 0
};
self.cpu = {
score: 0,
zilch: 0
};
self.dices = []
for (var i = 0; i < 6; i++) {
var dice = {};
dice.value = this.random(6);
dice.disabled = true;
self.dices[i] = dice;
}
self.history = [];
self.cpuStarts = self.random(2);
self.playing = !self.cpuStarts;
self.points = 0;
self.animationTime = 500;
self.messageTime = 1500;
self.cpuSpeed = 1500;
self.Interface.setPlaying(self.playing);
self.Interface.setPoints(self.points);
self.Interface.setPlayer(self.player);
self.Interface.setCpu(self.cpu);
self.Interface.setDices(self.dices);
if (self.cpuStarts) {
self.Interface.disableRestart(true);
self.Interface.showMessage("CPU starts!", self.messageTime, function() {
setTimeout(function() {
self.rollDices();
}, self.cpuSpeed);
});
} else {
self.Interface.showMessage("Player starts!", 0, function() {
self.Interface.disableRestart(false);
self.Interface.disableRollDices(false);
});
}
for (var i = 0; i < 6; i++) {
var dice = {};
dice.value = this.random(6);
dice.disabled = true;
self.dices[i] = dice;
}
self.history = [];
};
self.cpuStarts = self.random(2);
/**
* Random helper for integer numbers
*/
Game.prototype.random = function(int) {
return Math.floor((Math.random() * int));
};
self.playing = !self.cpuStarts;
/**
* Roll dices
*/
Game.prototype.rollDices = function(all) {
var self = this;
self.Interface.clearMessage();
if (self.newRound) {
self.points = 0;
self.animationTime = 500;
self.messageTime = 1500;
self.cpuSpeed = 1500;
self.Interface.setPlaying(self.playing);
self.Interface.setPoints(self.points);
self.Interface.setPlayer(self.player);
self.Interface.setCpu(self.cpu);
self.Interface.setDices(self.dices);
if (self.cpuStarts) {
self.Interface.disableRestart(true);
self.Interface.showMessage("CPU starts!", self.messageTime, function() {
setTimeout(function() {
self.rollDices();
}, self.cpuSpeed);
});
} else {
self.Interface.showMessage("Player starts!", 0, function() {
self.Interface.disableRestart(false);
self.Interface.disableRollDices(false);
});
self.newRound = false;
}
var rollCount = 0;
for (var i = 0; i < 6; i++) {
self.dices[i] = self.dices[i] || {};
var dice = self.dices[i];
if (all || !dice.disabled) {
dice.value = this.random(6);
if (all) {
dice.disabled = false;
}
dice.selected = false;
rollCount++;
}
}
};
Game.prototype.random = function(int) {
return Math.floor((Math.random() * int));
};
self.Interface.setDices(self.dices);
Game.prototype.rollDices = function(all) {
var self = this;
self.Interface.clearMessage();
if (rollCount == 0) {
self.rollDices(true);
} else if (self.calculatePoints(true) == 0) {
self.Interface.animateDices(self.dices, self.animationTime, function() {
if (self.playing) {
self.player.zilch++;
if (self.newRound) {
var history = {};
history['player'] = 'Zilch';
self.history.push(history);
self.points = 0;
self.Interface.setPoints(self.points);
self.newRound = false;
}
var rollCount = 0;
for (var i = 0; i < 6; i++) {
self.dices[i] = self.dices[i] || {};
var dice = self.dices[i];
if (all || !dice.disabled) {
dice.value = this.random(6);
if (all) {
dice.disabled = false;
}
dice.selected = false;
rollCount++;
if (self.player.zilch > 2) {
if (self.player.score < 500) {
self.player.score = 0;
} else {
self.player.score -= 500;
}
var history = {};
history['player'] = '-500';
self.history.push(history);
self.points = -500;
}
}
if (rollCount == 0) {
self.rollDices(true);
} else if (self.calculatePoints(true) == 0) {
self.Interface.animateDices(self.dices, self.animationTime, function() {
if (self.playing) {
self.player.zilch++;
var history = {};
history['player'] = 'Zilch';
self.history.push(history);
self.points = 0;
if (self.player.zilch > 2) {
if (self.player.score < 500) {
self.player.score = 0;
} else {
self.player.score -= 500;
}
var history = {};
history['player'] = '-500';
self.history.push(history);
self.points = -500;
}
self.Interface.disableTakePoints(true);
self.Interface.disableRollDices(true);
self.Interface.setPoints(self.points);
self.Interface.setPlayer(self.player);
self.Interface.showMessage("Zilch!", self.messageTime, function() {
if (self.player.zilch > 2) {
self.player.zilch = 0;
self.Interface.setPlayer(self.player);
}
self.endRound();
});
} else {
self.cpu.zilch++;
var history = {};
history['cpu'] = 'Zilch';
self.history.push(history);
self.points = 0;
if (self.cpu.zilch > 2) {
if (self.cpu.score < 500) {
self.cpu.score = 0;
} else {
self.cpu.score -= 500;
}
var history = {};
history['cpu'] = '-500';
self.history.push(history);
self.points = -500;
}
self.Interface.disableTakePoints(true);
self.Interface.disableRollDices(true);
self.Interface.setPoints(self.points);
self.Interface.setCpu(self.cpu);
self.Interface.showMessage("Zilch!", self.messageTime, function() {
if (self.cpu.zilch > 2) {
self.cpu.zilch = 0;
self.Interface.setCpu(self.cpu);
}
self.endRound();
});
}
self.Interface.disableTakePoints(true);
self.Interface.disableRollDices(true);
self.Interface.setPoints(self.points);
self.Interface.setPlayer(self.player);
self.Interface.showMessage("Zilch!", self.messageTime, function() {
if (self.player.zilch > 2) {
self.player.zilch = 0;
self.Interface.setPlayer(self.player);
}
self.endRound();
});
} else {
self.Interface.animateDices(self.dices, self.animationTime);
} else {
self.cpu.zilch++;
var history = {};
history['cpu'] = 'Zilch';
self.history.push(history);
self.points = 0;
if (self.cpu.zilch > 2) {
if (self.cpu.score < 500) {
self.cpu.score = 0;
} else {
self.cpu.score -= 500;
}
var history = {};
history['cpu'] = '-500';
self.history.push(history);
self.points = -500;
}
self.Interface.disableTakePoints(true);
self.Interface.disableRollDices(true);
self.Interface.setDices(self.dices);
self.Interface.setPoints(self.points);
self.Interface.setCpu(self.cpu);
if (!self.playing) {
self.cpuPlay();
}
self.Interface.showMessage("Zilch!", self.messageTime, function() {
if (self.cpu.zilch > 2) {
self.cpu.zilch = 0;
self.Interface.setCpu(self.cpu);
}
self.endRound();
});
}
});
} else {
self.Interface.animateDices(self.dices, self.animationTime);
self.Interface.disableTakePoints(true);
self.Interface.disableRollDices(true);
if (!self.playing) {
self.cpuPlay();
}
}
};
/**
* Toggle dice selection
*/
Game.prototype.toggleDice = function(diceIndex) {
var self = this;
var dice = self.dices[diceIndex];
var self = this;
var dice = self.dices[diceIndex];
if (!dice || dice.disabled) {
console.error("This should not happen!")
return;
}
if (!dice || dice.disabled) {
console.error("This should not happen!")
return;
}
dice.selected = !dice.selected;
var points = self.calculatePoints();
var valid = true;
dice.selected = !dice.selected;
var points = self.calculatePoints();
var valid = true;
for (var i = 0; i < 6; i++) {
var toggleDice = self.dices[i];
if (toggleDice.selected && !toggleDice.disabled) {
toggleDice.selected = false;
var togglePoints = self.calculatePoints();
if (points > togglePoints) {
toggleDice.invalid = false;
} else if (togglePoints == points) {
toggleDice.invalid = true;
}
toggleDice.selected = true;
} else {
toggleDice.invalid = false;
}
for (var i = 0; i < 6; i++) {
var toggleDice = self.dices[i];
valid &= !toggleDice.invalid;
}
if (toggleDice.selected && !toggleDice.disabled) {
toggleDice.selected = false;
var togglePoints = self.calculatePoints();
if (points > togglePoints) {
toggleDice.invalid = false;
} else if (togglePoints == points) {
toggleDice.invalid = true;
}
if (valid && points > 0 && self.playing) {
self.Interface.disableRollDices(false);
toggleDice.selected = true;
} else {
self.Interface.disableRollDices(true);
toggleDice.invalid = false;
}
if (valid && self.points + points >= 300 && self.playing) {
self.Interface.disableTakePoints(false);
} else {
self.Interface.disableTakePoints(true);
}
valid &= !toggleDice.invalid;
}
if (valid && points > 0 && self.playing) {
self.Interface.disableRollDices(false);
} else {
self.Interface.disableRollDices(true);
}
if (valid && self.points + points >= 300 && self.playing) {
self.Interface.disableTakePoints(false);
} else {
self.Interface.disableTakePoints(true);
}
self.Interface.setDices(self.dices);
self.Interface.setPoints(self.points + points);
self.Interface.setDices(self.dices);
self.Interface.setPoints(self.points + points);
};
/**
* Calculate points on selected dices or all dices
*/
Game.prototype.calculatePoints = function(all) {
var self = this;
var result = [0, 0, 0, 0, 0, 0];
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if ((all || dice.selected) && !dice.disabled) {
result[dice.value]++;
}
var self = this;
var result = [0, 0, 0, 0, 0, 0];
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if ((all || dice.selected) && !dice.disabled) {
result[dice.value]++;
}
var straight = true;
var pairs = 0;
var triple1 = 0;
var triple2 = 0;
for (var i = 0; i < 6; i++) {
straight &= (result[i] == 1);
if (result[i] == 2) {
pairs++;
}
if (triple1 == 0 && result[i] > 2) {
triple1 = i + 1;
} else if (result[i] > 2) {
triple2 = i + 1;
}
}
var straight = true;
var pairs = 0;
var triple1 = 0;
var triple2 = 0;
for (var i = 0; i < 6; i++) {
straight &= (result[i] == 1);
if (result[i] == 2) {
pairs++;
}
var points = 0;
if (straight) {
points += 1500;
} else if (pairs == 3) {
points += 1500;
} else if (triple1) {
var triple1Points = triple1 * (triple1 == 1 ? 1000 : 100);
for (var i = 0; i < result[triple1 - 1] - 3; i++) {
triple1Points *= 2;
}
points += triple1Points;
if (triple2) {
points += triple2 * (triple2 == 1 ? 1000 : 100);
}
if (triple1 == 0 && result[i] > 2) {
triple1 = i + 1;
} else if (result[i] > 2) {
triple2 = i + 1;
}
// left Ones
if (!straight && pairs < 3 && triple1 != 1 && triple2 != 1) {
points += result[0] * 100;
}
var points = 0;
if (straight) {
points += 1500;
} else if (pairs == 3) {
points += 1500;
} else if (triple1) {
var triple1Points = triple1 * (triple1 == 1 ? 1000 : 100);
for (var i = 0; i < result[triple1 - 1] - 3; i++) {
triple1Points *= 2;
}
points += triple1Points;
// left Fives
if (!straight && pairs < 3 && triple1 != 5 && triple2 != 5) {
points += result[4] * 50;
if (triple2) {
points += triple2 * (triple2 == 1 ? 1000 : 100);
}
}
return points;
}
// left Ones
if (!straight && pairs < 3 && triple1 != 1 && triple2 != 1) {
points += result[0] * 100;
}
// left Fives
if (!straight && pairs < 3 && triple1 != 5 && triple2 != 5) {
points += result[4] * 50;
}
return points;
}
/**
* Add points for current player
*/
Game.prototype.addPoints = function() {
var self = this;
var self = this;
self.points += self.calculatePoints();
self.points += self.calculatePoints();
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (dice.selected) {
dice.selected = false;
dice.disabled = true;
}
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (dice.selected) {
dice.selected = false;
dice.disabled = true;
}
}
self.Interface.setDices(self.dices);
self.Interface.setPoints(self.points);
self.Interface.setDices(self.dices);
self.Interface.setPoints(self.points);
};
/**
* Take points and end round
*/
Game.prototype.takePoints = function() {
var self = this;
var self = this;
self.addPoints();
self.addPoints();
if (self.playing) {
self.player.score += self.points;
self.player.zilch = 0;
self.Interface.setPlayer(self.player);
var history = {};
history['player'] = self.points;
self.history.push(history);
if (self.playing) {
self.player.score += self.points;
self.player.zilch = 0;
self.Interface.setPlayer(self.player);
var history = {};
history['player'] = self.points;
self.history.push(history);
} else {
self.cpu.score += self.points;
self.cpu.zilch = 0;
self.Interface.setCpu(self.cpu);
var history = {};
history['cpu'] = self.points;
self.history.push(history);
}
} else {
self.cpu.score += self.points;
self.cpu.zilch = 0;
self.Interface.setCpu(self.cpu);
var history = {};
history['cpu'] = self.points;
self.history.push(history);
}
self.Interface.disableTakePoints(true);
self.Interface.disableRollDices(true);
self.Interface.setPoints(self.points);
self.Interface.disableTakePoints(true);
self.Interface.disableRollDices(true);
self.Interface.setPoints(self.points);
self.endRound();
self.endRound();
};
/**
* End round for current player
*/
Game.prototype.endRound = function() {
var self = this;
var self = this;
self.newRound = true;
self.newRound = true;
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (dice.disabled) {
dice.selected = true;
} else {
dice.disabled = true;
}
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (dice.disabled) {
dice.selected = true;
} else {
dice.disabled = true;
}
}
self.Interface.disableTakePoints(true);
self.Interface.disableRollDices(true);
self.Interface.setDices(self.dices);
self.Interface.setPoints(self.points);
self.Interface.setPlayer(self.player);
self.Interface.setCpu(self.cpu);
// check score
var checkScore = self.playing && self.cpuStarts || !self.playing && !self.cpuStarts;
if (checkScore && self.player.score >= 10000 && self.player.score > self.cpu.score) {
self.Interface.disableRestart(false);
self.Interface.showMessage("Player wins!");
} else if (checkScore && self.cpu.score >= 10000 && self.cpu.score > self.player.score) {
self.Interface.disableRestart(false);
self.Interface.showMessage("CPU wins!");
} else if (self.player.score >= 10000 && self.player.score == self.cpu.score) {
self.Interface.disableRestart(false);
self.Interface.showMessage("Remi!");
} else {
self.playing = !self.playing;
self.Interface.disableTakePoints(true);
self.Interface.disableRollDices(true);
self.Interface.setDices(self.dices);
self.Interface.setPoints(self.points);
self.Interface.setPlayer(self.player);
self.Interface.setCpu(self.cpu);
// check score
var checkScore = self.playing && self.cpuStarts || !self.playing && !self.cpuStarts;
if (checkScore && self.player.score >= 10000 && self.player.score > self.cpu.score) {
self.Interface.disableRestart(false);
self.Interface.showMessage("Player wins!");
} else if (checkScore && self.cpu.score >= 10000 && self.cpu.score > self.player.score) {
self.Interface.disableRestart(false);
self.Interface.showMessage("CPU wins!");
} else if (self.player.score >= 10000 && self.player.score == self.cpu.score) {
self.Interface.disableRestart(false);
self.Interface.showMessage("Remi!");
self.Interface.setPlaying(self.playing);
// continue
if (self.playing) {
self.Interface.disableRollDices(false);
self.Interface.disableRestart(false);
self.Interface.showMessage("Player's turn!");
} else {
self.playing = !self.playing;
self.Interface.setPlaying(self.playing);
// continue
if (self.playing) {
self.Interface.disableRollDices(false);
self.Interface.disableRestart(false);
self.Interface.showMessage("Player's turn!");
} else {
self.Interface.showMessage("CPU's turn!", self.messageTime, function() {
if (!self.playing) {
setTimeout(function() {
self.rollDices();
}, self.cpuspeed);
}
});
self.Interface.showMessage("CPU's turn!", self.messageTime, function() {
if (!self.playing) {
setTimeout(function() {
self.rollDices();
}, self.cpuspeed);
}
});
}
}
}
/**
* CPU playing logic
*/
Game.prototype.cpuPlay = function() {
var self = this;
self.Interface.disableRestart(true);
setTimeout(function() {
// first select all available dices
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (!dice.disabled) {
self.toggleDice(i);
}
}
var self = this;
self.Interface.disableRestart(true);
setTimeout(function() {
// check if dice gains points
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
var tmpPoints = self.calculatePoints();
if (!dice.disabled) {
self.toggleDice(i);
if (self.calculatePoints() < tmpPoints) {
self.toggleDice(i);
}
}
}
// first select all available dices
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (!dice.disabled) {
self.toggleDice(i);
}
}
// count free dices
var freeDices = 0;
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (!dice.disabled && !dice.selected) {
freeDices++;
}
// check if dice gains points
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
var tmpPoints = self.calculatePoints();
if (!dice.disabled) {
self.toggleDice(i);
if (self.calculatePoints() < tmpPoints) {
self.toggleDice(i);
}
}
}
setTimeout(function() {
// strategy: end round if points >= 300 and less than 4 dices left and not loosing
if (self.points + self.calculatePoints() >= 300 && freeDices < 4 && freeDices > 0 && self.player.score < 10000) {
self.takePoints();
} else {
self.addPoints();
self.rollDices();
}
}, self.cpuSpeed);
}, 500);
// count free dices
var freeDices = 0;
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (!dice.disabled && !dice.selected) {
freeDices++;
}
}
}
setTimeout(function() {
// strategy: end round if points >= 300 and less than 4 dices left and not loosing
if (self.points + self.calculatePoints() >= 300 && freeDices < 4 && freeDices > 0 && self.player.score < 10000) {
self.takePoints();
} else {
self.addPoints();
self.rollDices();
}
Game.prototype.toggleCpu = function() {
}, self.cpuSpeed);
}, 500);
}
// create new game
var game = new Game(Interface);

56
js/interface.js

@ -1,9 +1,14 @@
/**
* UI
*/
function Interface() {
var self = this;
// Event Objects for callbacks
self.events = {};
// get DOM elements
self.restartButton = document.querySelector('#restart-button');
self.playerScoreContainer = document.querySelector('#player-score-container');
@ -22,9 +27,7 @@ function Interface() {
self.message = document.querySelector('#message');
self.dicesButton.classList.add("disabled");
self.pointsButton.classList.add("disabled");
// add click events
self.restartButton.addEventListener("click", function() {
if (!this.classList.contains('disabled')) {
self.fireEvent("restart");
@ -45,6 +48,7 @@ function Interface() {
}
});
// add click events for dices
for (var diceIndex = 0; diceIndex < 6; diceIndex++) {
var diceContainer = self.dices[diceIndex];
diceContainer.diceIndex = diceIndex;
@ -58,6 +62,9 @@ function Interface() {
this.setup();
};
/**
* setup init state
*/
Interface.prototype.setup = function() {
this.dicesButton.classList.add("disabled");
this.pointsButton.classList.add("disabled");
@ -65,6 +72,9 @@ Interface.prototype.setup = function() {
};
/**
* register callbacks for events
*/
Interface.prototype.on = function(event, callback) {
if (!this.events[event]) {
this.events[event] = [];
@ -72,6 +82,9 @@ Interface.prototype.on = function(event, callback) {
this.events[event].push(callback);
};
/**
* fire events and execute callbacks
*/
Interface.prototype.fireEvent = function(event, data) {
var callbacks = this.events[event];
if (callbacks) {
@ -81,6 +94,9 @@ Interface.prototype.fireEvent = function(event, data) {
}
};
/**
* Set dices
*/
Interface.prototype.setDices = function(dices) {
var self = this;
@ -108,12 +124,11 @@ Interface.prototype.setDices = function(dices) {
diceContainer.classList.remove('invalid');
}
}
};
/**
* fire dices animation
*/
Interface.prototype.animateDices = function(dices, timeout, callback) {
var self = this;
for (var diceIndex = 0; diceIndex < 6; diceIndex++) {
@ -134,6 +149,9 @@ Interface.prototype.animateDices = function(dices, timeout, callback) {
}, timeout ? timeout : 0);
};
/**
* set disabled state of 'restart' button
*/
Interface.prototype.disableRestart = function(disabled) {
if (disabled) {
this.restartButton.classList.add("disabled")
@ -142,6 +160,9 @@ Interface.prototype.disableRestart = function(disabled) {
}
};
/**
* set disabled state of 'take points' button
*/
Interface.prototype.disableTakePoints = function(disabled) {
if (disabled) {
this.pointsButton.classList.add("disabled")
@ -150,6 +171,9 @@ Interface.prototype.disableTakePoints = function(disabled) {
}
};
/**
* set disabled state of 'roll dices' button
*/
Interface.prototype.disableRollDices = function(disabled) {
if (disabled) {
this.dicesButton.classList.add("disabled")
@ -158,10 +182,16 @@ Interface.prototype.disableRollDices = function(disabled) {
}
};
/**
* set points
*/
Interface.prototype.setPoints = function(points) {
this.points.innerHTML = points;
};
/**
* set playing status (Player or CPU)
*/
Interface.prototype.setPlaying = function(playing) {
if (playing) {
this.playing = true;
@ -174,6 +204,9 @@ Interface.prototype.setPlaying = function(playing) {
}
};
/**
* set player data
*/
Interface.prototype.setPlayer = function(player) {
this.playerScore.innerHTML = player.score;
var zilchs = '';
@ -184,6 +217,9 @@ Interface.prototype.setPlayer = function(player) {
};
/**
* set cpu data
*/
Interface.prototype.setCpu = function(cpu) {
this.cpuScore.innerHTML = cpu.score;
var zilchs = '';
@ -194,6 +230,9 @@ Interface.prototype.setCpu = function(cpu) {
this.cpuZilch.innerHTML = zilchs;
};
/**
* show message with timeout and callback
*/
Interface.prototype.showMessage = function(message, timeout, callback) {
var self = this;
@ -210,6 +249,9 @@ Interface.prototype.showMessage = function(message, timeout, callback) {
}
};
/**
* hide current message
*/
Interface.prototype.clearMessage = function(callback) {
this.message.classList.remove('visible');
if (callback) {

42
style/main.css

@ -236,23 +236,23 @@ hr {
}
.dice.duration1.animate:after {
animation-delay: 0.3s;
-webkit-animation-delay: 0.1s;
-moz-animation-delay: 0.1s;
-o-animation-delay: 0.1s;
-ms-animation-delay: 0.1s;
animation-delay: 0.2s;
-webkit-animation-delay: 0.2s;
-moz-animation-delay: 0.2s;
-o-animation-delay: 0.2s;
-ms-animation-delay: 0.2s;
}
.dice.duration1.animate:after {
animation-delay: 0.6s;
-webkit-animation-delay: 0.1s;
-moz-animation-delay: 0.1s;
-o-animation-delay: 0.1s;
-ms-animation-delay: 0.1s;
animation-delay: 0.3s;
-webkit-animation-delay: 0.3s;
-moz-animation-delay: 0.3s;
-o-animation-delay: 0.3s;
-ms-animation-delay: 0.3s;
}
.dice.duration3.animate:after {
animation-delay: 0.7s;
animation-delay: 0.1s;
-webkit-animation-delay: 0.1s;
-moz-animation-delay: 0.1s;
-o-animation-delay: 0.1s;
@ -260,19 +260,19 @@ hr {
}
.dice.duration4.animate:after {
animation-delay: 1.2s;
-webkit-animation-delay: 0.1s;
-moz-animation-delay: 0.1s;
-o-animation-delay: 0.1s;
-ms-animation-delay: 0.1s;
animation-delay: 0.3s;
-webkit-animation-delay: 0.3s;
-moz-animation-delay: 0.3s;
-o-animation-delay: 0.3s;
-ms-animation-delay: 0.3s;
}
.dice.duration5.animate:after {
animation-delay: 1.5s;
-webkit-animation-delay: 0.1s;
-moz-animation-delay: 0.1s;
-o-animation-delay: 0.1s;
-ms-animation-delay: 0.1s;
animation-delay: 0.2s;
-webkit-animation-delay: 0.2s;
-moz-animation-delay: 0.2s;
-o-animation-delay: 0.2s;
-ms-animation-delay: 0.2s;
}
.message {

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