This is an old revision of the document!
// Flood Web Ring and Flood Toy!
// Super Object!
let flood = {};
// Settings
flood.serverURL = "https://brain.melonking.net"; // Server - Do not Edit.
//flood.serverURL = "http://localhost:3000"; // For testing - Please ignore!
flood.ringPage = "https://melonking.net/free/software/flood.html"; // Do not edit!
flood.ringTarget = "_blank";
flood.texture = "https://melonking.net/images/flood-water.png";
flood.textureWidth = 314;
flood.textureHeight = 98;
flood.drainSound = "https://melonking.net/audio/ui/flush.mp3";
flood.drainTooSoonSound = "https://melonking.net/audio/ui/clunk.mp3";
flood.updateSpeed = 5000; // Please do not lower!
flood.renderSpeed = 70;
flood.maxLevel = 100; // Server - Do not Edit.
flood.bilgeDelay = 10000; // Server - Do not Edit.
flood.changeStep = 0.1;
flood.includeInfo = false; // Returns a list of all sites who are flooded.
flood.disableInFrames = false; // Stop the script running in frames
flood.disableMessages = false; // Hides the info message.
flood.msg = {};
flood.msg.info = "🪣";
flood.msg.rising = "The water level is rising...";
flood.msg.falling = "The water level is falling...";
flood.msg.toosoon = "Its too soon to bilge again!";
flood.msg.one = "This page has a harmless leak.";
flood.msg.two = "It looks like the page has a bad leak!";
flood.msg.three = "Goodness, this page has a major leak!";
flood.msg.four = "Oh my, there's flood on this page!";
flood.msg.five = "The page is deep under water!";
flood.msg.six = "This page is totaly submerged!";
// Active vars, do not edit!
flood.updateLoop = undefined;
flood.renderLoop = undefined;
flood.lastBilge = 0;
flood.logicLevel = 0;
flood.level = 0; flood.info = undefined;
HTML references! flood.html = {}; flood.html.flood = undefined; flood.html.menu = undefined; flood.html.message = undefined; flood.audio = {}; flood.audio.flush = undefined; flood.audio.clunk = undefined; Setup event! window.addEventListener(“DOMContentLoaded”, async () ⇒ {
if (flood.disableInFrames && window !== window.parent) {
updateFloodLevel(false, false);
flood.updateLoop = setInterval(updateFloodLevel, flood.updateSpeed);
console.log("Flood render disabled becouse of the frame!");
return;
}
document.body.insertAdjacentHTML(
"beforeend",
`
<svg id="flood" viewBox="0 24 150 450" preserveAspectRatio="none" shape-rendering="auto">
<defs>
<path id="gentle-wave" d="M-160 44c30 0 58-18 88-18s 58 18 88 18 58-18 88-18 58 18 88 18 v450h-352z" />
<pattern id="water" patternUnits="userSpaceOnUse" width="${flood.textureWidth}" height="${flood.textureHeight}">
<image xlink:href="${flood.texture}" x="0" y="0" width="${flood.textureWidth}" height="${flood.textureHeight}"></image>
</pattern>
</defs>
<g class="wave">
<use xlink:href="#gentle-wave" x="48" y="0" />
<use xlink:href="#gentle-wave" x="48" y="3" />
<use xlink:href="#gentle-wave" x="48" y="5" />
</g>
</svg>
<div id="flood-menu">
<span id="flood-message"></span>
<a href="${flood.ringPage}" target="${flood.ringTarget}"><button>${flood.msg.info}</button></a>
</div>`
);
flood.html.flood = document.getElementById("flood");
flood.html.menu = document.getElementById("flood-menu");
flood.html.message = document.getElementById("flood-message");
flood.audio.flush = new Audio(flood.drainSound); flood.audio.clunk = new Audio(flood.drainTooSoonSound);
if (flood.disableMessages) {
flood.html.message.style.display = "none";
}
await updateFloodLevel(false, true); flood.updateLoop = setInterval(updateFloodLevel, flood.updateSpeed); flood.renderLoop = setInterval(renderWater, flood.renderSpeed); // Make the flood visible now that its working flood.html.flood.style.display = "block"; flood.html.menu.style.display = "block";
flood.html.flood.addEventListener("click", async () => {
doBilge();
});
});
Issue a bilge request! function doBilge() { if (Date.now() - flood.lastBilge < flood.bilgeDelay) { Its too soon to bilge again!
flood.audio.clunk.currentTime = 0;
flood.audio.clunk.play();
flood.html.message.innerHTML = flood.msg.toosoon + ` - Flood Percentage: ${flood.level}%`;
return;
}
flood.lastBilge = Date.now();
updateFloodLevel(true, false);
flood.audio.flush.currentTime = 0;
flood.audio.flush.play();
}
Communicate with the flood server! async function updateFloodLevel(doBilge = false, doQuickUpdate = false) { let path = window.location.pathname; fetch(flood.serverURL + “/flood?bilge=” + doBilge + “&info=” + flood.includeInfo + “&path=” + path) .then(function (response) { return response.json(); }) .then(function (jsonResponse) { flood.levelCache = flood.level; flood.level = jsonResponse.level; flood.info = jsonResponse.info; if (doQuickUpdate) { flood.html.flood.style.top = flood.maxLevel - flood.level + “%”; } }); } Update the visuals function renderWater() { const floodOz = (flood.level / 100) * flood.maxLevel const floodlevelMessage = ` - Flood Percentage: ${flood.level}%`; if (flood.logicLevel == flood.level) { return; Save the processing time, nothing to do!
}
let renderLevel = Number(flood.html.flood.style.top.replace("%", "")); // 0 is top
flood.logicLevel = flood.maxLevel - renderLevel; // 100 is top e.g. equal to servers 100% full
if (flood.level > flood.logicLevel) {
flood.html.flood.style.top = renderLevel - flood.changeStep + "%";
flood.html.message.innerHTML = flood.msg.rising+floodlevelMessage;
} else if (flood.level < flood.logicLevel) {
flood.html.flood.style.top = renderLevel + flood.changeStep + "%";
flood.html.message.innerHTML = flood.msg.falling+floodlevelMessage;
} else {
if (flood.level > 90) {
flood.html.message.innerHTML = flood.msg.six+floodlevelMessage
} else if (flood.level > 70) {
flood.html.message.innerHTML = flood.msg.five+floodlevelMessage
} else if (flood.level > 50) {
flood.html.message.innerHTML = flood.msg.four+floodlevelMessage
} else if (flood.level > 30) {
flood.html.message.innerHTML = flood.msg.three+floodlevelMessage
} else if (flood.level > 10) {
flood.html.message.innerHTML = flood.msg.two+floodlevelMessage
} else {
flood.html.message.innerHTML = flood.msg.one+floodlevelMessage
}
}
}
