Merge remote-tracking branch 'origin/pax' into develop
This commit is contained in:
@@ -56,9 +56,9 @@ document.fonts.load('16pt "Jura"').then(() => {
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const Animations = () => (
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<Provider store={store}>
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<div id="mnml" class="animations-test">
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<nav>
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<aside>
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{animationsNav(ws)}
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</nav>
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</aside>
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<Game />
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</div>
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</Provider>
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@@ -69,13 +69,31 @@ document.fonts.load('16pt "Jura"').then(() => {
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});
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const SKILLS = [
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'Absorb',
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'Absorption',
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'Amplify',
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'Attack',
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'Banish',
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'Bash',
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'Blast',
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'Block',
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'Break',
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'Buff',
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'Chaos',
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'Counter',
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'CounterAttack',
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'Curse',
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'Debuff',
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'Decay',
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'DecayTick',
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'Electrify',
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'Electrocute',
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'ElectrocuteTick',
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'Haste',
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'HasteStrike',
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'Heal',
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'HybridBlast',
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'Hybrid',
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'HybridBlast',
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'Intercept',
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'Invert',
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'Link',
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@@ -95,22 +113,4 @@ const SKILLS = [
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'Sustain',
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'Triage',
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'TriageTick',
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'Absorb',
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'Absorption',
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'Amplify',
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'Attack',
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'Banish',
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'Bash',
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'Blast',
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'Block',
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'Break',
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'Buff',
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'Chaos',
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'CounterAttack',
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'Counter',
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'Curse',
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'Debuff',
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'Decay',
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'DecayTick',
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'Electrify',
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];
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@@ -19,10 +19,7 @@ function projectile(x, y, radius, colour) {
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cx={x}
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cy={y}
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r={radius}
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fill="url(#grad1)"
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stroke-width="2"
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stroke={colour}
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filter="url(#explosion)"
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fill={colour}
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/>
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);
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}
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@@ -31,8 +28,11 @@ class Chaos extends Component {
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constructor() {
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super();
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this.animations = [];
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const points = randomPoints(7, 30, { x: 0, y: 0, width: 300, height: 100 });
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this.charges = points.map(coord => projectile(coord[0], coord[1], 14, '#A25AC1'));
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const points = randomPoints(20, 30, { x: 0, y: 0, width: 300, height: 100 });
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this.charges = points.map(coord => {
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const colour = Math.random() >= 0.5 ? '#a52a2a' : '#3050f8';
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return projectile(coord[0], coord[1], 14, colour);
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});
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}
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render() {
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@@ -43,19 +43,6 @@ class Chaos extends Component {
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id="Layer_1"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 300 400">
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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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<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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<feGaussianBlur stdDeviation="4"/>
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="3" result="turbulence"/>
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<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="A" yChannelSelector="A"/>
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</filter>
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{this.charges}
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</svg>
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);
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@@ -63,20 +50,11 @@ class Chaos extends Component {
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componentDidMount() {
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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' : '#3050f8';
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anime.set(proj, {
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stroke: colour,
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});
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});
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anime.set('.skill-anim', {
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translateY: -(window.screen.height) * 0.35 * this.props.direction.y,
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translateX: -(window.screen.width) * 0.15 * this.props.direction.x,
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translateY: -(window.innerHeight) * 0.35 * this.props.direction.y,
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translateX: -(window.innerWidth) * 0.15 * 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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scale: 1,
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});
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this.animations.push(anime({
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targets: '.skill-anim',
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@@ -96,23 +74,19 @@ class Chaos extends Component {
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duration: (TIMES.TARGET_DURATION_MS * 1 / 2),
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easing: 'easeInQuad',
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}));
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this.animations.push(anime({
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targets: '#explosion feDisplacementMap',
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scale: 75,
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loop: false,
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delay: (TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS * 2 / 3),
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duration: (TIMES.TARGET_DURATION_MS * 1 / 3),
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easing: 'easeInQuad',
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}));
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projectiles.forEach(proj => anime({
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projectiles.forEach(proj => this.animations.push(anime({
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targets: proj,
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cx: Math.random() * 250 + 25,
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cy: Math.random() * 300 + 50,
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// cx: 150 + (Math.random() * 50 * (Math.random() < 0.5 ? -1 : 1)),
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// cy: 200 + (Math.random() * 50 * (Math.random() < 0.5 ? -1 : 1)),
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cx: 150,
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cy: 200,
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// opacity: 0,
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delay: TIMES.TARGET_DELAY_MS,
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duration: (TIMES.TARGET_DURATION_MS * 2 / 3),
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easing: 'easeInQuad',
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}));
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})));
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}
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componentWillUnmount() {
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@@ -61,7 +61,7 @@ class Heal extends Component {
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targets: ['#heal'],
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opacity: [
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{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.4, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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{ value: 0, delay: TIMES.TARGET_DURATION_MS / 4, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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],
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easing: 'easeInOutSine',
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}));
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@@ -70,8 +70,8 @@ class Heal extends Component {
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targets: ['#heal circle'],
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cx: 150,
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cy: 200,
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delay: TIMES.TARGET_DELAY_MS * 2,
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duration: TIMES.TARGET_DURATION_MS,
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delay: TIMES.TARGET_DELAY_MS * 4,
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duration: TIMES.TARGET_DURATION_MS * 0.9,
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easing: 'easeOutCirc',
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direction: 'reverse',
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}));
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@@ -57,7 +57,7 @@ class Intercept extends Component {
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targets: ['#intercept'],
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transform: [
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`scale(1 1) ${this.props.player ? 'rotate(180)' : ''}`,
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`scale(30 3) ${this.props.player ? 'rotate(180)' : ''}`,
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`scale(5 5) ${this.props.player ? 'rotate(180)' : ''}`,
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],
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strokeWidth: 0,
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@@ -21,20 +21,14 @@ function projectile(x, y, radius, colour) {
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cx={x}
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cy={y}
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r={radius}
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fill="url(#grad1)"
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stroke-width="2"
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stroke={colour}
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fill={colour}
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/>
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);
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}
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function sword(colour) {
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return (
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<svg version="1.1" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 1280 720">
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<g transform="rotate(90, 640, 360) translate(0,720) scale(0.1,-0.1)" fill={colour} stroke={colour} filter="url(#explosion)" id="sword">
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<path d="M4110 5071 c-294 -119 -436 -228 -457 -350 -4 -25 -7 -230 -6 -454 2 -380 1 -408 -15 -402 -9 4 -48 16 -87 26 -160 41 -215 44 -815 41 -719 -4 -1088 13 -1475 69 -270 38 -384 75 -468 148 -67 58 -111 75 -193 74 -104 -1 -204 -59 -264 -153 -130 -202 -159 -698 -59 -998 62 -188 174 -282 335 -282 77 0 114 14 174 67 87 77 198 114 456 152 386 56 724 73 1459 70 676 -2 728 1 937 68 15 4 16 -29 15 -419 -2 -500 -4 -492 93 -582 45 -41 99 -74 217 -133 87 -43 182 -86 212 -96 172 -55 197 16 78 226 -114 202 -160 347 -187 587 -16 144 -27 371 -18 376 4 3 299 0 655 -5 2030 -31 2627 -35 3953 -23 903 8 1433 17 1665 28 l340 16 450 79 c248 44 491 88 540 99 234 50 777 180 796 190 18 10 19 14 7 26 -7 8 -198 57 -423 109 -346 80 -483 106 -885 170 -417 66 -517 78 -815 100 -312 24 -424 27 -1370 36 -1039 11 -2548 7 -3645 -10 -327 -5 -748 -11 -934 -13 l-339 -3 2 75 c3 130 22 331 41 441 25 147 71 276 142 404 34 61 70 127 80 147 21 42 24 108 6 126 -23 23 -100 13 -198 -27z"/>
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</g>
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</svg>
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<polygon points='150,150 75,75, 150,300, 225,75' fill={colour} id="sword" filter="url(#slayFilter)"></polygon>
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);
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}
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@@ -54,18 +48,11 @@ class Slay extends Component {
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version="1.1"
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id="slay"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 300 400">
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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:${this.colour};stop-opacity:1`} />
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</radialGradient>
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</defs>
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<filter id="explosion">
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viewBox="0 0 300 300">
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<filter id="slayFilter">
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<feGaussianBlur stdDeviation="4"/>
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<feTurbulence type="turbulence" baseFrequency="0.001" numOctaves="3" result="turbulence"/>
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<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="A" yChannelSelector="A"/>
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</filter>
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{sword(this.colour)}
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{this.charges}
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@@ -91,16 +78,17 @@ class Slay extends Component {
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});
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anime.set('#slay', {
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translateY: -1 * (window.screen.height) * 0.35,
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translateY: -1 * (window.innerHeight) * 0.35,
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translateX: 0,
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});
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anime.set('#explosion feDisplacementMap', {
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scale: 100,
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anime.set('#slayFilter feDisplacementMap', {
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scale: 0,
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});
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anime.set('#sword', {
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fill: this.colour,
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stroke: this.colour,
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opacity: 1,
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});
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this.animations.push(anime({
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@@ -119,10 +107,11 @@ class Slay extends Component {
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duration: (duration * 1 / 2),
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easing: 'easeInQuad',
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}));
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this.animations.push(anime({
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targets: '#explosion feDisplacementMap',
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scale: 10000,
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loop: false,
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targets: ['#slayFilter feTurbulence', '#slayFilter feDisplacementMap'],
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baseFrequency: 10,
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scale: 100,
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delay: (TIMES.TARGET_DELAY_MS + duration * 1 / 2),
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duration: (duration * 1 / 2),
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easing: 'easeInQuad',
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@@ -130,8 +119,7 @@ class Slay extends Component {
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this.animations.push(anime({
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targets: '#sword',
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fill: '#1FF01F',
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stroke: '#1FF01F',
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opacity: 0,
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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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@@ -54,7 +54,7 @@ class Strike extends Component {
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x: [200, 0, 200],
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height: [200, 10, 0],
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width: [20, 400, 0],
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delay: TIMES.TARGET_DELAY_MS / 2,
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delay: TIMES.TARGET_DELAY_MS * 0.5,
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duration: TIMES.TARGET_DURATION_MS,
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}));
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@@ -3,8 +3,8 @@ const anime = require('animejs').default;
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function wiggle(id, idle) {
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const duration = 300;
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const target = document.getElementById(id);
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const x = window.screen.width * 0.01 * (Math.round(Math.random()) ? Math.random() : -Math.random());
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const y = window.screen.height * 0.01 * (Math.round(Math.random()) ? Math.random() : -Math.random());
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const x = window.innerWidth * 0.01 * (Math.round(Math.random()) ? Math.random() : -Math.random());
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const y = window.innerHeight * 0.01 * (Math.round(Math.random()) ? Math.random() : -Math.random());
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// console.log(x, y);
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return anime({
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