function drawTimer(){ if(MainHex.ct - MainHex.lastCombo < settings.comboTime){ for(var i=0;i<6;i++){ var done = (MainHex.ct -MainHex.lastCombo); if(done<(settings.comboTime)*(5-i)*(1/6)){ drawSide(i,i+1,1,1); drawSide(12-i,11-i,1,1); } else{ drawSide(i,i+1,1-((done*6)/settings.comboTime)%(1),1); drawSide(12-i,11-i,1-((done*6)/settings.comboTime)%(1),1); break; } } } } function drawSide(startVertex,endVertex,fraction,offset){ startVertex = (startVertex+offset)%12; endVertex = (endVertex+offset)%12; ctx.globalAlpha=1; ctx.beginPath(); ctx.lineCap = "round"; if (gameState === 0) { ctx.strokeStyle = hexColorsToTintedColors[MainHex.lastColorScored]; } else { ctx.strokeStyle = MainHex.lastColorScored; } ctx.lineWidth =4*settings.scale; var radius = (settings.rows * settings.blockHeight) * (2/Math.sqrt(3)) + settings.hexWidth ; var halfRadius = radius/2; var triHeight = radius *(Math.sqrt(3)/2); var Vertexes =[ [(halfRadius*3)/2,triHeight/2], [radius,0], [(halfRadius*3)/2,-triHeight/2], [halfRadius,-triHeight], [0,-triHeight], [-halfRadius,-triHeight], [-(halfRadius*3)/2,-triHeight/2], [-radius,0], [-(halfRadius*3)/2,triHeight/2], [-halfRadius,triHeight], [0,triHeight], [halfRadius,triHeight] ].reverse(); var startX =trueCanvas.width/2 + Vertexes[startVertex][0]; var startY =trueCanvas.height/2 + Vertexes[startVertex][1]; var endX = trueCanvas.width/2 + Vertexes[endVertex][0]; var endY = trueCanvas.height/2 + Vertexes[endVertex][1]; ctx.moveTo(startX,startY); ctx.lineTo(((endX-startX)*fraction)+startX,((endY-startY)*fraction)+startY); ctx.closePath(); ctx.fill(); ctx.stroke(); }