tripping with triangles
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@ -30,7 +30,7 @@
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.opponent .combat-text {
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left: 40%;
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top: 75%;
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top: 65%;
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}
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.opponent .game-construct {
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@ -204,8 +204,8 @@
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font-size: 2em;
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font-family: 'Jura';
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position: absolute;
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top: 50%;
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left: 50%;
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top: 40%;
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left: 40%;
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}
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.game-construct.active-skill {
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@ -8,6 +8,8 @@ const { ConstructAvatar } = require('./construct');
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const { animationDivs } = require('../animations');
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const shapes = require('./shapes');
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const TrippyTriangle = require('./svgs/trippy.triangle');
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const SkillBtn = require('./skill.btn');
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const addState = connect(
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@ -77,7 +79,7 @@ function GameConstruct(props) {
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const combatTextClass = `combat-text ${combatClass}`;
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const combatTextEl = combatText
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? <div class={combatTextClass}>{combatText}</div>
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: null;
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: <div class={combatTextClass}> <TrippyTriangle /></div>;
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const effects = construct.effects.length
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? construct.effects.map(c => <div key={c.effect}>{c.effect} - {c.duration}T</div>)
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@ -13,14 +13,16 @@ class TrippyTriangle extends Component {
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return (
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<svg
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style={ { transform: `rotate3d(0, 1, 0, ${pct * delta / 10}deg)` }}
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style={{
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transform: `rotate3d(0, 1, 0, ${delta * 0.2}rad) translate(0px, ${-7.5 * delta}px)`,
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}}
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class='skill-animation'
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version="1.1"
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id="Layer_1"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 200 200">
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viewBox="0 0 300 300">
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<g>
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<polygon class='blue' points={`10,190 100,${pct} 190,190`}/>
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<polygon class='blue' points={`0,190 100,${pct} 190,190`}/>
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<polygon class='blue' points={`40,170 100,${pct} 160,170`}/>
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<polygon class='blue' points={`70,150 100,${pct} 130,150`}/>
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</g>
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@ -29,13 +31,21 @@ class TrippyTriangle extends Component {
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}
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progress() {
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const delta = this.state.delta + 0.1;
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const pct = 50 - 50 * Math.sin(delta);
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this.setState({ pct, delta });
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requestAnimationFrame(this.progress);
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this.now = window.performance.now();
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const elapsed = this.now - this.then;
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if (elapsed > this.fpsInterval) {
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this.then = this.now - (elapsed % this.fpsInterval);
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const delta = this.state.delta + Math.PI * 0.04;
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const pct = 75 + 15 * Math.sin(delta);
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this.setState({ pct, delta });
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}
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}
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componentDidMount() {
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const fps = 30;
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this.fpsInterval = 1000 / fps;
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this.then = window.performance.now();
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requestAnimationFrame(this.progress);
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}
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