Merge branch 'develop' of ssh://git.mnml.gg:40022/~/mnml into develop
This commit is contained in:
commit
1824363de1
@ -12,7 +12,13 @@
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* Buttons / General UI Theming
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* Front Page
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* Don't drop out of game if you don't ready (esp. tutorial)
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* Preview combo if you select 3 items
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## SOON
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* Graphical status effects instead of text
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* Improve colour contrast / buttons
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* supporter gold name in instance (anyone whos put any money into game)
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* change cooldowns to delay & recharge
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@ -122,6 +122,15 @@ svg {
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}
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}
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@keyframes border-co {
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0% {
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border-color: @gray-box;
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}
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100% {
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border-color: @gray-hint;
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}
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}
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@keyframes co {
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from {
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background: @black;
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@ -2,7 +2,7 @@
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overflow: hidden;
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display: grid;
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grid-template-columns: 1fr minmax(min-content, 1fr);
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grid-template-rows: min-content 1fr;
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grid-template-rows: minmax(min-content, 0.75fr) 1fr;
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grid-template-areas:
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"vbox info"
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@ -33,16 +33,15 @@
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}
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.instance .info {
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/*font-size: 75%;*/
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margin: 0 0 0 1em;
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grid-area: info;
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display: flex;
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flex-flow: column;
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display: grid;
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font-size: 85%;
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grid-template-rows: 0.8fr 1fr;
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grid-template-areas:
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"item"
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"combos";
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// flex-flow: column;
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// white-space: pre-wrap;
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> *:first-child {
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margin-bottom: 1em;
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}
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}
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.instance .info h2 {
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@ -63,6 +62,29 @@
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}
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}
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.instance .info-item {
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grid-area: item;
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margin: 0 0 0 1em;
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}
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.instance .combos {
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grid-area: combos;
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margin: 0 0 0 1em;
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td.table-button {
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padding:5px;
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cursor: pointer;
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animation: border-co 0.75s ease-in-out 0s infinite alternate;
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&:hover {
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color: whitesmoke;
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background-color: @gray-hover;
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}
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svg {
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height: 1em;
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}
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}
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}
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.instance .info figcaption {
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font-size: 1em;
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display: inline-block;
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@ -9,15 +9,22 @@ const shapes = require('./shapes');
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class InfoComponent extends preact.Component {
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shouldComponentUpdate(newProps) {
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shouldComponentUpdate(newProps, newState) {
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if (newProps.tutorial !== this.props.tutorial) return true;
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// We don't care about info during tutorial
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if (newProps.tutorial && this.props.instance.time_control === 'Practice'
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&& this.props.instance.rounds.length === 1) return false;
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if (newProps.info !== this.props.info) return true;
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if (newState.comboItem !== this.state.comboItem) return true;
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return false;
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}
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componentDidUpdate(prevProps) {
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// Catch case where mouse events don't properly clear state and info changed
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if (prevProps.info !== this.props.info && this.state.comboItem) this.setState({ comboItem: null });
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}
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render(args) {
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const {
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// Variables that will change
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@ -33,7 +40,7 @@ class InfoComponent extends preact.Component {
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setInfo,
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setTutorialNull,
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} = args;
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const { comboItem } = this.state;
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function Info() {
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if (tutorial) {
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const tutorialStageInfo = tutorialStage(tutorial, ws, setTutorialNull, instance);
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@ -42,7 +49,7 @@ class InfoComponent extends preact.Component {
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if (!info) return false;
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if (info.includes('constructName')) {
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return (
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<div>
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<div class='info-item'>
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<h2> {info.replace('constructName ', '')} </h2>
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<p> This is the name of your construct. <br />
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Names are randomly generated and are purely cosmetic. <br />
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@ -54,7 +61,7 @@ class InfoComponent extends preact.Component {
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if (info.includes('constructAvatar')) {
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return (
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<div>
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<div class='info-item'>
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<h2> {info.replace('constructAvatar ', '')} </h2>
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<p> This is your construct avatar. <br />
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Avatars are randomly generated and are purely cosmetic. <br />
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@ -63,7 +70,9 @@ class InfoComponent extends preact.Component {
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</div>
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);
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}
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const fullInfo = itemInfo.items.find(i => i.item === info) || INFO[info];
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const fullInfo = comboItem
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? itemInfo.items.find(i => i.item === comboItem) || INFO[comboItem]
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: itemInfo.items.find(i => i.item === info) || INFO[info];
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if (!fullInfo) return false;
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const isSkill = fullInfo.skill;
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const isSpec = fullInfo.spec;
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@ -75,16 +84,17 @@ class InfoComponent extends preact.Component {
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};
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if (isSkill || isSpec) {
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let infoName = info;
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let infoName = fullInfo.item;
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while (infoName.includes('Plus')) infoName = infoName.replace('Plus', '+');
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const header = isSkill ? <h3> SKILL </h3> : <h3> SPEC </h3>;
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const itemSource = itemInfo.combos.filter(c => c.item === removeTier(fullInfo.item));
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const itemSource = itemInfo.combos.filter(c => c.item === removeTier(info));
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let itemSourceInfo = itemSource.length
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let itemSourceInfo = itemSource.length && !isSpec
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? `${itemSource[0].components[0]} ${itemSource[0].components[1]} ${itemSource[0].components[2]}`
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: false;
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let header = null;
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if (!itemSource.length) header = isSkill ? <h3> SKILL </h3> : <h3> SPEC </h3>;
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if (itemSourceInfo) {
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while (itemSourceInfo.includes('Plus')) itemSourceInfo = itemSourceInfo.replace('Plus', '+');
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const itemRegEx = /(Red|Blue|Green)/;
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@ -100,7 +110,7 @@ class InfoComponent extends preact.Component {
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const thresholds = isSpec ? specThresholds(player, fullInfo, info) : null;
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return (
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<div class={isSkill ? 'info-skill' : 'info-spec'}>
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<div class={isSkill ? 'info-item' : 'info-item'}>
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<h2>{infoName} {fullInfo.cost}b</h2>
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{header}
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{itemSourceInfo}
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@ -120,10 +130,10 @@ class InfoComponent extends preact.Component {
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);
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}
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function Combos() {
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const Combos = () => {
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if (tutorial && instance.time_control === 'Practice' && instance.rounds.length === 1) return false;
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const generalNotes = (
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<div>
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<div class="combos">
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<h2> General </h2>
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<p>
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You can preview combos by clicking the combined item when it appears in this section. <br />
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@ -142,17 +152,24 @@ class InfoComponent extends preact.Component {
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<tbody>
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{vboxCombos.map((c, i) =>
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<tr key={i}>
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<td class="highlight" onClick={() => setInfo(c.item)} >{convertItem(c.item)}</td>
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<td class="table-button"
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onMouseOver={e => {
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e.stopPropagation();
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this.setState({ comboItem: c.item });
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}}
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onClick={() => setInfo(c.item)}
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> {convertItem(c.item)} </td>
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{c.components.map((u, j) => <td key={j} >{convertItem(u)}</td>)}
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</tr>
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)}
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</tbody>
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</table>
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);
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}
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};
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return (
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<div class='info' >
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<div class='info' onMouseOver={() => this.setState({ comboItem: null })}>
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<Info />
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<Combos />
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</div>
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@ -213,6 +213,7 @@ class Vbox extends preact.Component {
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const classes = `${v.toLowerCase()} ${selected ? 'highlight' : ''} ${comboHighlight}`;
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const vboxObject = shapes[v] ? shapes[v]() : v;
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const disabled = vbox.bits <= group;
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return (
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<label draggable='true'
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onDragStart={ev => {
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@ -223,6 +224,7 @@ class Vbox extends preact.Component {
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onDragEnd={clearVboxSelected}>
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<button
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class={classes}
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disabled={disabled}
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onMouseOver={e => vboxHover(e, v)}
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onMouseDown={onClick}
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onClick={e => e.stopPropagation()}
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@ -244,7 +246,7 @@ class Vbox extends preact.Component {
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onTouchStart={e => e.target.scrollIntoView(true)}
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onMouseOver={e => hoverInfo(e, 'vbox')}> VBOX
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</h3>
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<div class="bits" onMouseOver={e => hoverInfo(e, 'bits')} >{vbox.bits}b</div>
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<div class={`bits ${vbox.bits < 3 ? 'red' : false}`} onMouseOver={e => hoverInfo(e, 'bits')} >{vbox.bits}b</div>
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</div>
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<div class="vbox-colours">
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{range(0, 6).map(i => availableBtn(vbox.free[0][i], 0, i))}
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@ -285,7 +287,7 @@ class Vbox extends preact.Component {
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const combinerItems = combiner.map(j => vbox.bound[j]);
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const combinerCount = countBy(combinerItems, co => co);
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const comboHighlight = combinerItems.length > 0 && itemInfo.combos.some(combo => {
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const comboItem = itemInfo.combos.find(combo => {
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if (combo.components.includes(v)) {
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return combinerItems.every(c => {
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if (!combo.components.includes(c)) return false;
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@ -295,7 +297,8 @@ class Vbox extends preact.Component {
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return true;
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});
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} return false;
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}) ? 'combo-border' : '';
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});
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const comboHighlight = combinerItems.length > 0 && comboItem ? 'combo-border' : '';
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function onClick(type) {
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if (vboxSelecting) clearVboxSelected();
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@ -321,6 +324,7 @@ class Vbox extends preact.Component {
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}
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combiner.push(i);
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if (combiner.length === 3) setInfo(comboItem.item);
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return combinerChange(combiner);
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}
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@ -109,7 +109,7 @@ function tutorialStage(tutorial, ws, clearTutorial, instance) {
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const tutorialText = () => {
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if (tutorial === 1) {
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return (
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<div>
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<div class='info-item'>
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<h2>Tutorial</h2>
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<p> Welcome to the vbox phase tutorial.</p>
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<p> Colours are used to create powerful combinations. </p>
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@ -121,7 +121,7 @@ function tutorialStage(tutorial, ws, clearTutorial, instance) {
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if (tutorial === 2) {
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return (
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<div>
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<div class='info-item'>
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<h2>Tutorial</h2>
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<p> In a normal game you start with three base <b>Attack</b> skill items. </p>
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<p> The <b>Attack</b> item can be combined with <b>colours</b> to create a new skill. </p>
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@ -135,7 +135,7 @@ function tutorialStage(tutorial, ws, clearTutorial, instance) {
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if (tutorial === 3) {
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const constructOne = instance.players[0].constructs[0].name;
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return (
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<div>
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<div class='info-item'>
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<h2>Tutorial</h2>
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<p> The first construct on your team is <b>{constructOne}</b>. </p>
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<p> Skill items can be equipped to your constructs to be used in the combat phase. </p>
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@ -147,7 +147,7 @@ function tutorialStage(tutorial, ws, clearTutorial, instance) {
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if (tutorial === 4) {
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return (
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<div>
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<div class='info-item'>
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<h2>Tutorial</h2>
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<p> You can also buy specialisation items for your constructs. <br />
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Specialisation items increase stats including power, speed and life. </p>
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@ -159,7 +159,7 @@ function tutorialStage(tutorial, ws, clearTutorial, instance) {
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if (tutorial === 5) {
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return (
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<div>
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<div class='info-item'>
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<h2>Tutorial</h2>
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<p> Equipping specialisation items will increase the stats of your constructs.</p>
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<p> These can also be combined with colours for further specialisation. </p>
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@ -173,7 +173,7 @@ function tutorialStage(tutorial, ws, clearTutorial, instance) {
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const constructTwo = instance.players[0].constructs[1].name;
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const constructThree = instance.players[0].constructs[2].name;
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return (
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<div>
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<div class='info-item'>
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<h2>Tutorial</h2>
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<p> You have now created a construct with an upgraded skill and base spec. </p>
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<p> The goal is to create three powerful constructs for combat. </p>
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@ -185,7 +185,7 @@ function tutorialStage(tutorial, ws, clearTutorial, instance) {
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if (tutorial === 7) {
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return (
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<div>
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<div class='info-item'>
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<h2>Tutorial</h2>
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<p> Each round you start with a vbox full of different skills, specs and colours. </p>
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<p> Bits are your currency for buying skills, specs and colours from the vbox. <br />
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@ -204,7 +204,7 @@ function tutorialStage(tutorial, ws, clearTutorial, instance) {
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}
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return (
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<div>
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<div class='info-item'>
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<h2>Tutorial</h2>
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<p>You've completed the tutorial! Try to create more skill and spec combinations. </p>
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<p>You can unequip skills and specs back into the inventory by double clicking. <br />
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@ -235,5 +235,5 @@ module.exports = {
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tutorialConstructDisplay,
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tutorialVbox,
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tutorialStage,
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tutorialShouldDisableEquip
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tutorialShouldDisableEquip,
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};
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@ -900,11 +900,10 @@ impl Item {
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Item::Bash|
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Item::BashPlus |
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Item::BashPlusPlus => format!(
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"Bash the target increasing the cooldowns of target skills by 1T.
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Deals {:?}% RedPower as red damage and 45% more damage per cooldown increased.
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Stuns for {:?}T.",
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self.into_skill().unwrap().effect()[0].get_skill().unwrap().multiplier(),
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self.into_skill().unwrap().effect()[0].get_duration()),
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"Bash the target increasing the cooldowns of target skills by 1T. Stuns target for {:?}T.
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Deals {:?}% RedPower as red damage and 45% more damage per cooldown increased.",
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self.into_skill().unwrap().effect()[0].get_duration(),
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self.into_skill().unwrap().effect()[0].get_skill().unwrap().multiplier()),
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Item::Strike|
|
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Item::StrikePlus |
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user