blast and text colours
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eef880e052
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341f4dda09
@ -234,65 +234,54 @@
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*/}
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.game-construct.red-damage {
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/* filter: drop-shadow(0 0 0.2em red);
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*/ color: red;
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color: #a52a2a;
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/*ensure construct doesn't get opacity lowered because of being KO before the KO animation*/
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opacity: 1;
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/*border-color: red;*/
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}
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.red-damage button {
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/*border: 1px solid red;*/
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color: red;
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color: #a52a2a;
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}
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.red-damage text {
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fill: red;
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fill: #a52a2a;
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}
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.red-damage .stats {
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/*border-top: 1px solid red;*/
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/*border-top: 1px solid #a52a2a;*/
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}
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.game-construct.blue-damage {
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/* filter: drop-shadow(0 0 0.2em blue);
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*/ color: blue;
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color: #3498db;
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opacity: 1;
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/*border-color: blue;*/
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}
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.blue-damage button {
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/*border: 1px solid blue;*/
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color: blue;
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color: #3498db;
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}
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.blue-damage text {
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fill: blue;
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fill: #3498db;
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}
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.blue-damage .stats {
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/*border-top: 1px solid blue;*/
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}
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.game-construct.green-damage {
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/* filter: drop-shadow(0 0 0.2em green);
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*/ color: green;
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color: #1FF01F;
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opacity: 1;
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/*border-color: green;*/
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}
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.green-damage button {
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/*border: 1px solid green;*/
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color: green;
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color: #1FF01F;
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}
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.green-damage text {
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fill: green;
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fill: #1FF01F;
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}
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.green-damage .stats {
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/*border-top: 1px solid green;*/
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/*border-top: 1px solid #1FF01F;*/
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}
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.game-construct.purple-damage {
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@ -5,7 +5,7 @@
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"main": "index.js",
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"scripts": {
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"start": "parcel watch index.html --out-dir /var/lib/mnml/public/current",
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"anims": "parcel watch animations.html --out-dir /var/lib/mnml/public/current",
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"anims": "parcel watch animations.html --no-hmr --out-dir /var/lib/mnml/public/current",
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"build": "parcel build index.html",
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"scss": "node-sass --watch assets/scss -o assets/styles",
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"lint": "eslint --fix --ext .jsx src/",
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@ -1,100 +1,72 @@
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const preact = require('preact');
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const { Component } = require('preact');
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const anime = require('animejs').default;
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const times = require('lodash/times');
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const { TIMES } = require('../../constants');
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const { randomPoints } = require('../../utils');
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const { TIMES, COLOURS } = require('../../constants');
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const duration = TIMES.TARGET_DURATION_MS;
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function projectile(x, y, radius, colour) {
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return (
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<circle
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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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/>
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);
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}
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class AttackCharge extends Component {
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constructor(props) {
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class Blast extends Component {
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constructor() {
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super();
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this.team = props.team;
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this.animations = [];
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const points = randomPoints(8, 60, { x: 0, y: 0, width: 300, height: 400 });
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this.charges = points.map(coord => projectile(coord[0], coord[1], 20, '#00aabb'));
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}
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render() {
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return (
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<svg
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class={'skill-animation'}
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id='blast'
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class="skill-animation"
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version="1.1"
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id="blast"
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transform-box='fill-box'
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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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viewBox="0 0 300 300">
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<defs>
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<radialGradient id="grad1" cx="50%" cy="50%" r="70%" fx="50%" fy="50%">
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<stop offset="0%" style="stop-color:rgb(255,255,255);stop-opacity:0.6" />
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<stop offset="100%" style={'stop-color:#00aabb;stop-opacity:1'} />
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</radialGradient>
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<filter id="blastFilter">
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<feGaussianBlur in="SourceGraphic" stdDeviation="3" />
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<feMerge>
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<feMergeNode />
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<feMergeNode in="SourceGraphic" />
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</feMerge>
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</filter>
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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="0.05" 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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<g>
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{times(50, () => (
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<g>
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<rect filter="url(#blastFilter)" class="blue" x="150" y="200" width="3" height="5" />
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<rect filter="url(#blastFilter)" class="white" x="150" y="200" width="1" height="3" />
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</g>
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))}
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</g>
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</svg>
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);
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}
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componentDidMount() {
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anime.set('#blast', {
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translateX: -200 * this.props.direction.x,
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translateY: -300 * this.props.direction.y,
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});
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this.animations.push(anime({
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targets: '#blast',
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targets: ['#blast'],
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opacity: [
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{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.3 },
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{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.7, duration: TIMES.POST_SKILL_DURATION_MS },
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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 * 0.5, 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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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: '#blast',
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translateY: 0,
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translateX: 0,
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loop: false,
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targets: ['#blast g'],
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transform: () => `
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translate(${anime.random(-100, 100)} ${anime.random(-100, 100)})
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`,
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style: { rotate: anime.random(-180, 180) },
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easing: 'easeOutCubic',
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delay: TIMES.TARGET_DELAY_MS,
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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: 200,
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loop: false,
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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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duration: TIMES.TARGET_DURATION_MS,
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}));
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}
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// this is necessary because
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// skipping / timing / unmounting race conditions
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// can cause the animations to cut short, this will ensure the values are reset
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// because preact will recycle all these components
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componentWillUnmount() {
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for (let i = this.animations.length - 1; i >= 0; i--) {
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this.animations[i].reset();
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@ -102,4 +74,4 @@ class AttackCharge extends Component {
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}
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}
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module.exports = AttackCharge;
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module.exports = Blast;
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