|  | stories = [];
function initGame(story, state) {
  state.info = {};
  state.info.time = 60 * 60 * 9;
  state.player.stats = {};
  state.timers = [];
}
function initGamePostSetup(state) {
  const holder = document.querySelector("#player-info");
  holder.innerHTML = "";
  
  Object.entries(state.player.stats).forEach(([key, val]) => {
    if (val.type == "meter") {
      const field = document.createElement("div");
      field.id = "player-info-" + key;
      field.setAttribute("max", val.max);
      field.setAttribute("value", val.value);
      field.classList.add("stat-bar-holder");
      const label = document.createElement("div");
      label.classList.add("stat-bar-label");
      label.textContent = val.name;
      const bar = document.createElement("div");
      bar.classList.add("stat-bar");
      bar.style["background-color"] = val.color;
      field.appendChild(label);
      field.appendChild(bar);
      holder.appendChild(field);
    }
  });
}
// TODO: format string this lol
function renderTime(time) {
  let hours = Math.floor(time / 3600) % 12;
  const ampm = Math.floor(time / 3600) % 24 < 12 ? "AM" : "PM";
  let minutes = Math.floor(time / 60) % 60;
  let seconds = time % 60;
  if (minutes <= 9)
    minutes = "0" + minutes;
  if (seconds <= 9)
    seconds = "0" + seconds;
  return hours + ":" + minutes + ":" + seconds + " " + ampm;
}
function updateWorldInfo(state) {
  const timeInfo = document.querySelector("#world-info-time");
  timeInfo.textContent = "Time: " + renderTime(state.info.time);
}
function updatePlayerInfo(state) {
  Object.entries(state.player.stats).forEach(([key, val]) => {
    if (val.type == "meter") {
      const field = document.querySelector("#player-info-" + key + " > .stat-bar");
      field.style.width = (val.value / val.max * 100) + "%";
    }
  });
}
/*
{
  id: an optional name; needed to manually kill a timer
  func: the function to invoke
  delay: how long to wait between invocations
  loop: false = no looping, true = loop forever
  room: the room associated with the timer
}
Returns the timeout id - but you still need to cancel it through stopTimer!
*/
function startTimer(config, state) {
  if (config.loop) {
    const timeout = setTimeout(() => {
      const result = config.func(state);
      refresh();
      // the timer may have terminated itself!
      // we have to make sure it still exists
      if (state.timers.some(x => x.timeout == timeout)){
        state.timers = state.timers.filter(x => x.timeout != timeout);
        if (result)
          startTimer(config, state);
      }
    }, config.delay);
    state.timers.push({id: config.id, timeout: timeout, room: config.room, classes: config.classes || []});
    return timeout;
  }
}
function stopTimer(id, state) {
  const matches = state.timers.filter(timer => timer.id == id);
  matches.forEach(timer => clearTimeout(timer.timeout));
  state.timers = state.timers.filter(timer => timer.id != id);
}
function stopRoomTimers(room, state) {
  const matches = state.timers.filter(timer => timer.room == room);
  matches.forEach(timer => clearTimeout(timer.timeout));
  state.timers = state.timers.filter(timer => timer.room != room);
}
function stopClassTimers(timerClass, state, inverse) {
  const matches = state.timers.filter(timer => timer.classes.includes(timerClass));
  const others = state.timers.filter(timer => !timer.classes.includes(timerClass));
  if (inverse) {
    others.forEach(timer => clearTimeout(timer.timeout));
    state.timers = matches;
  } else {
    matches.forEach(timer => clearTimeout(timer.timeout));
    state.timers = others;
  }
}
function stopAllTimers(state) {
  state.timers.forEach(x => clearTimeout(x.timeout));
  state.timers = [];
}
function setBackgroundColor(r, g, b) {
  document.querySelector(".scene").style["background-color"] = "rgb(" + r + "," + g + "," + b + ")";
}
 |