Merge branch 'anims-change' into develop
This commit is contained in:
commit
05af89f8b3
@ -1,11 +1,7 @@
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const preact = require('preact');
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const anime = require('animejs').default;
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const AttackCharge = require('./anims/attack.charge');
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const Amplify = require('./anims/amplify');
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const Absorb = require('./anims/absorb');
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const Banish = require('./anims/banish');
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const Bash = require('./anims/bash');
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const Blast = require('./anims/blast');
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const Block = require('./anims/block');
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@ -23,7 +19,6 @@ const Haste = require('./anims/haste');
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const Heal = require('./anims/heal');
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const Hybrid = require('./anims/hybrid');
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const Intercept = require('./anims/intercept');
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const Invert = require('./anims/invert');
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const Link = require('./anims/link');
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const Purify = require('./anims/purify');
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const Purge = require('./anims/purge');
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@ -45,18 +40,6 @@ const TriageTick = require('./anims/triage.tick');
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const { removeTier } = require('../utils');
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const colours = {
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red: '#a52a2a',
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green: '#1FF01F',
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blue: '#3498db',
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purple: '#A25AC1',
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yellow: '#d1c86a',
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cyan: '#6AD1BF',
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white: '#FFFFFF',
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};
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const { TIMES } = require('../constants');
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function animations(props) {
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const { game, account, resolution, player, construct, avatarAnimation, setAvatarAnimation } = props;
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if (!resolution || resolution === 'clear') return false;
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@ -70,62 +53,52 @@ function animations(props) {
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const otherTeam = game.players.find(t => t.id !== account.id);
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const otherTeamIds = otherTeam.constructs.map(c => c.id);
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const sourceIsPlayer = playerTeamIds.includes(construct.id);
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const sourceIsPlayer = playerTeamIds.includes(resolution.source.id);
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const targetIsPlayer = playerTeamIds.includes(resolution.target.id);
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const skipSource = (resolution.source.id === resolution.target.id
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&& ['Invert', 'Banish'].includes(removeTier(event.skill)));
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if (!skipSource && resolution.source.id === construct.id && resolution.stages.includes('START_SKILL')) {
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const getDirection = () => {
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const sameTeam = (sourceIsPlayer && targetIsPlayer) || (!sourceIsPlayer && !targetIsPlayer);
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let y = 0;
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if (!sameTeam) y = targetIsPlayer ? 1 : -1;
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// const y = sameTeam
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// ? 0
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// : targetIsPlayer
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// ? 1
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// : -1;
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const i = sourceIsPlayer
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? playerTeamIds.findIndex(c => c === construct.id)
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: otherTeamIds.findIndex(c => c === construct.id);
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? playerTeamIds.findIndex(c => c === resolution.source.id)
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: otherTeamIds.findIndex(c => c === resolution.source.id);
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const j = targetIsPlayer
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? playerTeamIds.findIndex(c => c === resolution.target.id)
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: otherTeamIds.findIndex(c => c === resolution.target.id);
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const x = j - i;
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return { x, y };
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};
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const skipSource = (resolution.source.id === resolution.target.id
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&& ['Invert', 'Banish'].includes(removeTier(event.skill)));
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// Play Source Animation
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if (!skipSource && resolution.source.id === construct.id && resolution.stages.includes('START_SKILL')) {
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if (!avatarAnimation.source) {
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setAvatarAnimation({
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source: true,
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target: avatarAnimation.target,
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id: resolution.id,
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animTargetId: construct.id,
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type: 'sourceCast',
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params: { x, y },
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});
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setAvatarAnimation(true, avatarAnimation.target, resolution.id,
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construct.id, 'sourceCast', getDirection());
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}
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}
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const targetTeam = targetIsPlayer ? playerTeamIds : otherTeamIds;
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if (!((resolution.target.id === construct.id)
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|| (resolution.event[0] === 'AoeSkill' && targetTeam.includes(construct.id)))) return false;
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if (!(resolution.target.id === construct.id)
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&& !(resolution.event[0] === 'AoeSkill' && targetTeam.includes(construct.id))) return false;
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// target animation
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// Play Target animation
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const anim = text => {
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if (!text || !resolution.sequence[0].includes('END_SKILL')) return false;
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const skill = removeTier(text);
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switch (skill) {
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// Attack base
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case 'Attack': return <Strike colour={colours.white}/>;
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case 'Blast': return <Blast />;
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case 'Attack': return <Strike colour={'#f5f5f5'} direction={getDirection()}/>;
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case 'Blast': return <Blast direction={getDirection()}/>;
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case 'Siphon': return <Siphon />;
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case 'SiphonTick': return <SiphonTick />;
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case 'Strike': return <Strike colour={colours.red} id={resolution.id}/>;
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case 'Chaos': return <Chaos />;
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case 'Slay': return <Slay />;
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case 'Strike': return <Strike colour={'#a52a2a'} direction={getDirection()}/>;
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case 'Chaos': return <Chaos direction={getDirection()}/>;
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case 'Slay': return <Slay direction={getDirection()}/>;
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case 'Heal': return <Heal />;
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// Buff Base
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@ -145,14 +118,8 @@ function animations(props) {
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case 'DecayTick': return <Decay />;
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case 'Invert': {
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if (!avatarAnimation.target) {
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setAvatarAnimation({
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source: avatarAnimation.source,
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target: true,
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id: resolution.id,
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animTargetId: construct.id,
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type: 'invert',
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});
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} break;
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setAvatarAnimation(avatarAnimation.source, true, resolution.id, construct.id, 'invert', null);
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} return false;
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}
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case 'Purge': return <Purge />;
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case 'Silence': return <Silence />;
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@ -162,14 +129,8 @@ function animations(props) {
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case 'Stun': return <Stun />;
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case 'Banish': {
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if (!avatarAnimation.target) {
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setAvatarAnimation({
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source: avatarAnimation.source,
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target: true,
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id: resolution.id,
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animTargetId: construct.id,
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type: 'banish',
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});
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} break;
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setAvatarAnimation(avatarAnimation.source, true, resolution.id, construct.id, 'banish', null);
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} return false;
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}
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case 'Bash': return <Bash />;
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case 'Absorb': return <Absorb />;
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@ -59,17 +59,9 @@ class AttackCharge extends Component {
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}
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componentDidMount() {
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if (!this.props.team) {
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anime.set('.skill-anim', {
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rotate: Math.random() * 180 + 90,
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});
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} else {
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anime.set('.skill-anim', {
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rotate: Math.random() * 180 + 270,
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});
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}
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anime.set('.skill-anim', {
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translateY: -200,
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translateY: -300 * this.props.direction.y,
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translateX: -200 * this.props.direction.x,
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opacity: 0,
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});
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@ -88,6 +80,7 @@ class AttackCharge extends Component {
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anime({
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targets: '.skill-anim',
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translateY: 0,
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translateX: 0,
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loop: false,
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delay: TIMES.TARGET_DELAY_MS,
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duration: (duration * 1 / 2),
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@ -16,7 +16,6 @@ function projectile(x, y, radius, colour) {
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fill="url(#grad1)"
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stroke-width="2"
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stroke={colour}
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id="projectile"
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filter="url(#explosion)"
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/>
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);
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@ -42,7 +41,7 @@ class AttackCharge extends Component {
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<defs>
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<radialGradient id="grad1" cx="50%" cy="0%" r="85%" fx="50%" fy="50%">
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<stop offset="0%" style="stop-color:#dba9a9;stop-opacity:0.6" />
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<stop offset="100%" style={`stop-color:#A25AC1;stop-opacity:1`} />
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<stop offset="100%" style={'stop-color:#A25AC1;stop-opacity:1'} />
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</radialGradient>
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</defs>
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<filter id="explosion">
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@ -57,16 +56,7 @@ class AttackCharge extends Component {
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}
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componentDidMount() {
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if (!this.props.team) {
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anime.set('.skill-anim', {
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rotate: Math.random() * 180 + 90,
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});
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} else {
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anime.set('.skill-anim', {
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rotate: Math.random() * 180 + 270,
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});
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}
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const projectiles = document.querySelectorAll('#projectile');
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const projectiles = document.querySelectorAll('.skill-anim circle');
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projectiles.forEach(proj => {
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const colour = Math.random() >= 0.5 ? '#a52a2a' : '#3498db';
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anime.set(proj, {
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@ -75,8 +65,8 @@ class AttackCharge extends Component {
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});
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anime.set('.skill-anim', {
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translateY: -200,
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translateX: 0,
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translateY: -300 * this.props.direction.y,
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translateX: -200 * this.props.direction.x,
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opacity: 0,
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});
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anime.set('#explosion feDisplacementMap', {
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@ -17,7 +17,6 @@ function projectile(x, y, radius, colour) {
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fill="url(#grad1)"
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stroke-width="2"
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stroke={colour}
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id="projectile"
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/>
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);
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}
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@ -68,7 +67,18 @@ class AttackCharge extends Component {
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}
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componentDidMount() {
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if (!this.props.team) {
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if (this.props.direction.y) {
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anime.set('#strike', {
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rotate: -Math.atan(this.props.direction.y / this.props.direction.x) * 180 / Math.PI,
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});
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console.log(Math.atan(this.props.direction.y / this.props.direction.x) * 180 / Math.PI);
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} else {
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anime.set('#strike', {
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rotate: 90,
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});
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}
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/* if (!this.props.team) {
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anime.set('.skill-anim', {
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rotate: Math.random() * 180 + 90,
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});
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@ -77,7 +87,7 @@ class AttackCharge extends Component {
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rotate: Math.random() * 180 + 270,
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});
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}
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anime.set('.skill-anim', {
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*/ anime.set('.skill-anim', {
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translateY: -400,
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translateX: 0,
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opacity: 0,
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@ -123,7 +133,7 @@ class AttackCharge extends Component {
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delay: (TIMES.TARGET_DELAY_MS + duration + TIMES.POST_SKILL_DURATION_MS * 0.7),
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}));
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const projectiles = document.querySelectorAll('#projectile');
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const projectiles = document.querySelectorAll('.skill-anim circle');
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projectiles.forEach(proj => {
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this.animations.push(anime({
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targets: proj,
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@ -44,7 +44,6 @@ class Strike extends Component {
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id="strike"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 300 400">
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// {this.charges}
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<defs>
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<radialGradient id="grad1" cx="50%" cy="0%" r="85%" fx="50%" fy="50%">
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<stop offset="0%" style="stop-color:#dba9a9;stop-opacity:0.6" />
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@ -62,19 +61,26 @@ class Strike extends Component {
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}
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componentDidMount() {
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if (!this.props.team) {
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console.log(this.props.direction);
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/* if (this.props.direction.y) {
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anime.set('#strike', {
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rotate: Math.random() * 180 + 90,
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rotate: -Math.atan(this.props.direction.y / this.props.direction.x) * 180 / Math.PI,
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});
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console.log(Math.atan(this.props.direction.y / this.props.direction.x) * 180 / Math.PI);
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} else {
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anime.set('#strike', {
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rotate: Math.random() * 180 + 270,
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rotate: 90,
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});
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}
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*/
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let rotate = 90;
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if (this.props.direction.y) {
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if (!this.props.direction.x) rotate = 0;
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}
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anime.set('#strike', {
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translateY: -200,
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translateX: 0,
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translateY: -300 * this.props.direction.y,
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translateX: -150 * this.props.direction.x,
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rotate,
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});
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this.animations.push(anime({
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@ -46,8 +46,8 @@ const addState = connect(
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},
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function receiveDispatch(dispatch) {
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function setAvatarAnimation(c) {
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return dispatch(actions.setAvatarAnimation(c));
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function setAvatarAnimation(source, target, id, animTargetId, type, params) {
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return dispatch(actions.setAvatarAnimation({ source, target, id, animTargetId, type, params }));
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}
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return {
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