Merge branch 'master' of ssh://cryps.gg:40022/~/cryps

This commit is contained in:
Mashy 2018-11-28 11:47:12 +10:00
commit 342394ddfa
4 changed files with 573 additions and 575 deletions

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@ -1,155 +1,155 @@
const Phaser = require('phaser');
const { POSITIONS: { COMBAT }, DELAYS } = require('./constants');
const randomColour = () => {
const colours = ['green', 'blue', 'red', 'white', 'yellow'];
return colours[Math.floor(Math.random() * 5)];
};
const animationParams = (isAlly) => {
const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
const speed = isAlly ? 250 : -250;
const img = randomColour();
const angleMin = isAlly ? 320 : 180;
const angleMax = isAlly ? 360 : 220;
return { spawnLocation, speed, img, angleMin, angleMax };
};
class CombatSkills extends Phaser.GameObjects.Group {
constructor(scene) {
super(scene);
this.scene = scene;
}
wall(isAlly) {
const lifespan = DELAYS.ANIMATION_DURATION;
const { spawnLocation, speed, img } = animationParams(isAlly);
const particles = this.scene.add.particles(img);
const emitter = particles.createEmitter({
x: spawnLocation,
y: { min: COMBAT.height() * 0.2, max: COMBAT.height() * 0.5 },
speedX: { min: speed, max: speed * 2 },
scale: { start: 0.4, end: 0 },
quantity: 4,
blendMode: 'ADD',
lifespan: 2000,
});
this.add(particles);
this.scene.time.delayedCall(1000, () => { emitter.stop(); }, [], this.scene);
}
spit(isAlly) {
const lifespan = DELAYS.ANIMATION_DURATION;
const { spawnLocation, speed, img, angleMin, angleMax } = animationParams(isAlly);
const particles = this.scene.add.particles(img);
const emitter = particles.createEmitter({
x: spawnLocation,
y: COMBAT.height() * 0.35,
angle: { min: angleMin, max: angleMax },
speed: speed * 2,
scale: { start: 0.4, end: 1 },
gravityY: 250,
quantity: 4,
blendMode: 'ADD',
lifespan,
});
this.add(particles);
this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this);
}
gravBomb(isAlly) {
const lifespan = DELAYS.ANIMATION_DURATION;
const { spawnLocation, img } = animationParams(!isAlly);
const particles = this.scene.add.particles(img);
const well = particles.createGravityWell({
x: spawnLocation,
y: COMBAT.height() * 0.25,
power: 4,
gravity: 500,
});
this.emitter = particles.createEmitter({
x: spawnLocation,
y: COMBAT.height() * 0.25,
speed: 1000,
scale: { start: 0.7, end: 1 },
blendMode: 'ADD',
lifespan,
});
this.add(particles);
this.scene.time.delayedCall(lifespan, () => { this.emitter.stop(); well.active = false; }, [], this.scene);
}
gravBlast(isAlly) {
const lifespan = DELAYS.ANIMATION_DURATION;
const WELL_END = lifespan / 2;
const img = randomColour();
const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
const isEnemyLocation = isAlly ? COMBAT.width() * 0.7 : COMBAT.width() * 0.3;
const particles = this.scene.add.particles(img);
const bounds = isAlly
? { x: COMBAT.width() * 0.3, y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 }
: { x: 0.2 * COMBAT.width(), y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 };
const well = particles.createGravityWell({
x: spawnLocation,
y: COMBAT.height() * 0.35,
power: 4,
gravity: 500,
});
const emitter = particles.createEmitter({
x: spawnLocation,
y: COMBAT.height() * 0.35,
speed: 1000,
scale: { start: 0.7, end: 1 },
blendMode: 'ADD',
bounds,
lifespan,
});
this.add(particles);
this.scene.time.delayedCall(WELL_END, () => { emitter.stop(); well.x = isEnemyLocation; }, [], this.scene);
this.scene.time.delayedCall(lifespan, () => { well.active = false; }, [], this.scene);
}
chargeBall(isAlly) {
const lifespan = DELAYS.ANIMATION_DURATION;
const CHARGE_LIFESPAN = lifespan / 3;
const { img, spawnLocation } = animationParams(isAlly);
const targetLocation = isAlly ? 0.7 * COMBAT.width() : 0.25 * COMBAT.width();
const particles = this.scene.add.particles(img);
const emitter = particles.createEmitter({
x: 0,
y: 0,
moveToX: spawnLocation,
moveToY: COMBAT.height() * 0.1,
scale: 0.75,
quantity: 4,
_frequency: 20,
blendMode: 'ADD',
emitZone: { source: new Phaser.Geom.Rectangle(0, 0, COMBAT.width(), COMBAT.height()) },
lifespan: CHARGE_LIFESPAN,
});
const emitter2 = particles.createEmitter({
radial: false,
x: { min: spawnLocation, max: targetLocation, steps: 90 },
y: { min: COMBAT.height() * 0.1, max: COMBAT.height() * 0.4, steps: 90 },
quantity: 4,
gravityY: 0,
scale: { start: 2, end: 0.1, ease: 'Power3' },
blendMode: 'ADD',
active: false,
lifespan: CHARGE_LIFESPAN,
});
this.add(particles);
this.scene.time.delayedCall(CHARGE_LIFESPAN, () => { emitter.stop(); }, [], this.scene);
this.scene.time.delayedCall(CHARGE_LIFESPAN * 2, () => { emitter2.active = true; }, [], this.scene);
this.scene.time.delayedCall(lifespan, () => { emitter2.stop(); }, [], this.scene);
}
cleanup() {
this.children.entries.forEach(obj => obj.destroy());
}
}
module.exports = CombatSkills;
const Phaser = require('phaser');
const { POSITIONS: { COMBAT }, DELAYS } = require('./constants');
const randomColour = () => {
const colours = ['green', 'blue', 'red', 'white', 'yellow'];
return colours[Math.floor(Math.random() * 5)];
};
const animationParams = (isAlly) => {
const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
const speed = isAlly ? 250 : -250;
const img = randomColour();
const angleMin = isAlly ? 320 : 180;
const angleMax = isAlly ? 360 : 220;
return { spawnLocation, speed, img, angleMin, angleMax };
};
class CombatSkills extends Phaser.GameObjects.Group {
constructor(scene) {
super(scene);
this.scene = scene;
}
wall(isAlly) {
const lifespan = DELAYS.ANIMATION_DURATION;
const { spawnLocation, speed, img } = animationParams(isAlly);
const particles = this.scene.add.particles(img);
const emitter = particles.createEmitter({
x: spawnLocation,
y: { min: COMBAT.height() * 0.2, max: COMBAT.height() * 0.5 },
speedX: { min: speed, max: speed * 2 },
scale: { start: 0.4, end: 0 },
quantity: 4,
blendMode: 'ADD',
lifespan: 2000,
});
this.add(particles);
this.scene.time.delayedCall(1000, () => { emitter.stop(); }, [], this.scene);
}
spit(isAlly) {
const lifespan = DELAYS.ANIMATION_DURATION;
const { spawnLocation, speed, img, angleMin, angleMax } = animationParams(isAlly);
const particles = this.scene.add.particles(img);
const emitter = particles.createEmitter({
x: spawnLocation,
y: COMBAT.height() * 0.35,
angle: { min: angleMin, max: angleMax },
speed: speed * 2,
scale: { start: 0.4, end: 1 },
gravityY: 250,
quantity: 4,
blendMode: 'ADD',
lifespan,
});
this.add(particles);
this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this);
}
gravBomb(isAlly) {
const lifespan = DELAYS.ANIMATION_DURATION;
const { spawnLocation, img } = animationParams(!isAlly);
const particles = this.scene.add.particles(img);
const well = particles.createGravityWell({
x: spawnLocation,
y: COMBAT.height() * 0.25,
power: 4,
gravity: 500,
});
this.emitter = particles.createEmitter({
x: spawnLocation,
y: COMBAT.height() * 0.25,
speed: 1000,
scale: { start: 0.7, end: 1 },
blendMode: 'ADD',
lifespan,
});
this.add(particles);
this.scene.time.delayedCall(lifespan, () => { this.emitter.stop(); well.active = false; }, [], this.scene);
}
gravBlast(isAlly) {
const lifespan = DELAYS.ANIMATION_DURATION;
const WELL_END = lifespan / 2;
const img = randomColour();
const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
const isEnemyLocation = isAlly ? COMBAT.width() * 0.7 : COMBAT.width() * 0.3;
const particles = this.scene.add.particles(img);
const bounds = isAlly
? { x: COMBAT.width() * 0.3, y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 }
: { x: 0.2 * COMBAT.width(), y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 };
const well = particles.createGravityWell({
x: spawnLocation,
y: COMBAT.height() * 0.35,
power: 4,
gravity: 500,
});
const emitter = particles.createEmitter({
x: spawnLocation,
y: COMBAT.height() * 0.35,
speed: 1000,
scale: { start: 0.7, end: 1 },
blendMode: 'ADD',
bounds,
lifespan,
});
this.add(particles);
this.scene.time.delayedCall(WELL_END, () => { emitter.stop(); well.x = isEnemyLocation; }, [], this.scene);
this.scene.time.delayedCall(lifespan, () => { well.active = false; }, [], this.scene);
}
chargeBall(isAlly) {
const lifespan = DELAYS.ANIMATION_DURATION;
const CHARGE_LIFESPAN = lifespan / 3;
const { img, spawnLocation } = animationParams(isAlly);
const targetLocation = isAlly ? 0.7 * COMBAT.width() : 0.25 * COMBAT.width();
const particles = this.scene.add.particles(img);
const emitter = particles.createEmitter({
x: 0,
y: 0,
moveToX: spawnLocation,
moveToY: COMBAT.height() * 0.1,
scale: 0.75,
quantity: 4,
_frequency: 20,
blendMode: 'ADD',
emitZone: { source: new Phaser.Geom.Rectangle(0, 0, COMBAT.width(), COMBAT.height()) },
lifespan: CHARGE_LIFESPAN,
});
const emitter2 = particles.createEmitter({
radial: false,
x: { min: spawnLocation, max: targetLocation, steps: 90 },
y: { min: COMBAT.height() * 0.1, max: COMBAT.height() * 0.4, steps: 90 },
quantity: 4,
gravityY: 0,
scale: { start: 2, end: 0.1, ease: 'Power3' },
blendMode: 'ADD',
active: false,
lifespan: CHARGE_LIFESPAN,
});
this.add(particles);
this.scene.time.delayedCall(CHARGE_LIFESPAN, () => { emitter.stop(); }, [], this.scene);
this.scene.time.delayedCall(CHARGE_LIFESPAN * 2, () => { emitter2.active = true; }, [], this.scene);
this.scene.time.delayedCall(lifespan, () => { emitter2.stop(); }, [], this.scene);
}
cleanup() {
this.children.entries.forEach(obj => obj.destroy());
}
}
module.exports = CombatSkills;

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@ -1,207 +1,207 @@
const Phaser = require('phaser');
const { DELAYS, TEXT, POSITIONS: { COMBAT }, COLOURS } = require('./constants');
const calcMargin = () => {
const CRYP_MARGIN = COMBAT.height() / 5;
const TEXT_MARGIN = COMBAT.height() / 35;
const TEAM_MARGIN = COMBAT.width() * 0.7;
const X_PADDING = COMBAT.width() / 10;
const Y_PADDING = COMBAT.height() / 7;
return { CRYP_MARGIN, TEXT_MARGIN, TEAM_MARGIN, X_PADDING, Y_PADDING };
};
const healthBarDimensions = (team, iter) => {
const { TEAM_MARGIN, TEXT_MARGIN, CRYP_MARGIN } = calcMargin();
const healthBarX = 1.25 * TEAM_MARGIN * team;
const healthBarY = COMBAT.y() + TEXT_MARGIN + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
const healthBarWidth = TEAM_MARGIN / 10;
const healthBarHeight = TEXT_MARGIN / 1.5;
return { healthBarX, healthBarY, healthBarWidth, healthBarHeight };
};
const crypAvatarText = (team, iter) => {
const { TEAM_MARGIN, CRYP_MARGIN, TEXT_MARGIN } = calcMargin();
const nameTextX = 1.25 * TEAM_MARGIN * team;
const nameTextY = COMBAT.y() + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
const healthTextX = 1.25 * TEAM_MARGIN * team;
const healthTextY = COMBAT.y() + TEXT_MARGIN * 2 + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
return { nameTextX, nameTextY, healthTextX, healthTextY };
};
const skillTextPosition = (crypIter, skillIter) => {
const { TEXT_MARGIN } = calcMargin();
const skillTextX = 0.15 * COMBAT.width() * crypIter;
const skillTextY = COMBAT.y() + COMBAT.height() * 0.7 + TEXT_MARGIN * skillIter;
return [skillTextX, skillTextY];
};
const crypPosition = (team, iter) => {
const { CRYP_MARGIN, TEAM_MARGIN, Y_PADDING } = calcMargin();
const crypAvatarX = COMBAT.width() / 8 + TEAM_MARGIN * team;
const crypAvatarY = Y_PADDING * 1.25 + CRYP_MARGIN * iter;
return { crypAvatarX, crypAvatarY };
};
class CrypImage extends Phaser.GameObjects.Image {
constructor(scene, team, iter, avatar, cryp, healthbar) {
// Avatar will be a property of cryp
const { crypAvatarX, crypAvatarY } = crypPosition(team, iter);
super(scene, crypAvatarX, crypAvatarY, avatar);
this.scene = scene; this.cryp = cryp; this.iter = iter;
this.healthbar = healthbar;
}
clickHandler() {
this.scene.game.events.emit('SEND_ACTIVE_SKILL', this.cryp);
}
takeDamage(damage) {
this.setTint(0xff0000);
this.healthbar.takeDamage(damage);
this.scene.time.delayedCall(DELAYS.DAMAGE_TICK, () => {
this.clearTint();
});
}
}
class CrypSkill extends Phaser.GameObjects.Text {
constructor(scene, x, y, skill, cryp) {
// Avatar will be a property of cryp
if (skill) {
const CD_TEXT = skill.cd ? `(${skill.cd}T)` : '';
const SKILL_TEXT = `${skill.skill} ${CD_TEXT}`;
super(scene, x, y, SKILL_TEXT, TEXT.NORMAL);
this.cryp = cryp;
this.skill = skill;
this.scene = scene;
this.setInteractive();
} else {
super(scene, x, y, cryp.name, TEXT.HEADER);
}
}
clickHandler() {
this.scene.game.events.emit('SET_ACTIVE_SKILL', this);
}
}
class HealthBar extends Phaser.GameObjects.Graphics {
constructor(scene, cryp, team, iter, crypHpText) {
super(scene);
this.team = team; this.iter = iter; this.hp = cryp.hp.base;
this.stam = cryp.stamina.base; this.hpText = crypHpText;
this.drawHealthBar();
}
drawHealthBar() {
const {
healthBarX, healthBarY, healthBarWidth, healthBarHeight,
} = healthBarDimensions(this.team, this.iter);
this.hpText.text = `${this.hp.toString()} / ${this.stam.toString()} HP`;
// Draw Black Border
this.fillStyle(COLOURS.BLACK);
this.fillRect(healthBarX, healthBarY, healthBarWidth, healthBarHeight);
// White fill
this.fillStyle(COLOURS.WHITE);
this.fillRect(healthBarX + 2, healthBarY + 2, healthBarWidth - 4, healthBarHeight - 4);
// Fill the health bar
const healthPercentage = this.hp / this.stam;
if (healthPercentage < 0.3) {
this.fillStyle(COLOURS.RED);
} else if (healthPercentage < 0.65) {
this.fillStyle(COLOURS.YELLOW);
} else {
this.fillStyle(0x00ff00); // str8 up green
}
const healthWidth = Math.floor(healthBarWidth * healthPercentage);
this.fillRect(healthBarX + 2, healthBarY + 2, healthWidth, healthBarHeight - 4);
}
takeDamage(damage) {
this.hp -= damage;
this.clear();
this.drawHealthBar();
}
}
function renderCryp(scene, group, cryp, game, team, iter) {
// Add Image Avatar Class
const avatar = team ? 'magmar' : 'alk';
// Add cryp hp
const { nameTextX, nameTextY, healthTextX, healthTextY } = crypAvatarText(team, iter);
const crypName = scene.add.text(nameTextX, nameTextY, cryp.name, TEXT.NORMAL);
const crypHpText = scene.add.text(healthTextX, healthTextY, '', TEXT.NORMAL);
const healthBar = scene.add.existing(new HealthBar(scene, cryp, team, iter, crypHpText));
// Add cryp name
const crypSpawn = scene.add.existing(new CrypImage(scene, team, iter, avatar, cryp, healthBar))
.setScale(0.5)
.setInteractive();
group.addMultiple([crypHpText, healthBar, crypSpawn, crypName]);
return crypSpawn;
}
function renderSkills(scene, group, cryp, game, iter) {
const skillList = [];
// If the cryps have been spawned already put the skills in a corresponding pos
const namePos = skillTextPosition(iter, 0);
const addSkill = (skill, i) => {
// Draw skill group name as part of the "skill class" so we can destroy it later
if (i === 0) group.add(scene.add.existing(new CrypSkill(scene, namePos[0], namePos[1], false, cryp)));
const skillTextPos = skillTextPosition(iter, i + 2);
const skillObj = new CrypSkill(scene, skillTextPos[0], skillTextPos[1], skill, cryp);
group.add(scene.add.existing(skillObj));
skillList.push(skillObj);
};
if (game.phase === 'Skill' && cryp.account === scene.account.id) {
if (cryp.hp.base === 0) return true;
cryp.skills.forEach(addSkill);
} else if (game.phase === 'Target' && cryp.account !== scene.account.id) {
const blockSkill = game.stack.find(skill => skill.source_cryp_id === cryp.id);
// cryp not casting this turn
if (!blockSkill) return false;
addSkill(blockSkill, 0);
}
return skillList;
}
class DrawCrypTeams extends Phaser.GameObjects.Group {
constructor(scene, game) {
super(scene);
this.scene = scene;
this.updateCryps(game, true);
}
updateCryps(game, createCryps) {
// Setting gamePhase will stop redraw unless phase changes again
this.scene.registry.set('gamePhase', game.phase);
// Destroy skills currently shown as the game state has changed
this.removeSkills();
const account = this.scene.registry.get('account');
const allyTeam = game.teams.find(t => t.id === account.id);
// in future there will be more than one
const [enemyTeam] = game.teams.filter(t => t.id !== account.id);
const renderTeam = (cryp, iter, team) => {
const crypObj = createCryps
? renderCryp(this.scene, this, cryp, game, team, iter)
: this.children.entries
.filter(obj => obj instanceof CrypImage)
.find(c => c.cryp.id === cryp.id);
// Update to health bars wont be needed when dmg taken is done properly
crypObj.healthbar.hp = cryp.hp.base;
crypObj.healthbar.drawHealthBar();
crypObj.skills = renderSkills(this.scene, this, cryp, game, crypObj.iter);
const addKeys = (game.phase === 'Skill' && !team) || (game.phase === 'Target' && team);
if (addKeys) this.scene.crypKeyHandler(crypObj, crypObj.iter);
};
allyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 0));
enemyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 1));
}
removeSkills() {
this.children.entries.filter(obj => obj instanceof CrypSkill).forEach(obj => obj.destroy());
}
}
module.exports = { CrypImage, CrypSkill, DrawCrypTeams, renderCryp };
const Phaser = require('phaser');
const { DELAYS, TEXT, POSITIONS: { COMBAT }, COLOURS } = require('./constants');
const calcMargin = () => {
const CRYP_MARGIN = COMBAT.height() / 5;
const TEXT_MARGIN = COMBAT.height() / 35;
const TEAM_MARGIN = COMBAT.width() * 0.7;
const X_PADDING = COMBAT.width() / 10;
const Y_PADDING = COMBAT.height() / 7;
return { CRYP_MARGIN, TEXT_MARGIN, TEAM_MARGIN, X_PADDING, Y_PADDING };
};
const healthBarDimensions = (team, iter) => {
const { TEAM_MARGIN, TEXT_MARGIN, CRYP_MARGIN } = calcMargin();
const healthBarX = 1.25 * TEAM_MARGIN * team;
const healthBarY = COMBAT.y() + TEXT_MARGIN + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
const healthBarWidth = TEAM_MARGIN / 10;
const healthBarHeight = TEXT_MARGIN / 1.5;
return { healthBarX, healthBarY, healthBarWidth, healthBarHeight };
};
const crypAvatarText = (team, iter) => {
const { TEAM_MARGIN, CRYP_MARGIN, TEXT_MARGIN } = calcMargin();
const nameTextX = 1.25 * TEAM_MARGIN * team;
const nameTextY = COMBAT.y() + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
const healthTextX = 1.25 * TEAM_MARGIN * team;
const healthTextY = COMBAT.y() + TEXT_MARGIN * 2 + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
return { nameTextX, nameTextY, healthTextX, healthTextY };
};
const skillTextPosition = (crypIter, skillIter) => {
const { TEXT_MARGIN } = calcMargin();
const skillTextX = 0.15 * COMBAT.width() * crypIter;
const skillTextY = COMBAT.y() + COMBAT.height() * 0.7 + TEXT_MARGIN * skillIter;
return [skillTextX, skillTextY];
};
const crypPosition = (team, iter) => {
const { CRYP_MARGIN, TEAM_MARGIN, Y_PADDING } = calcMargin();
const crypAvatarX = COMBAT.width() / 8 + TEAM_MARGIN * team;
const crypAvatarY = Y_PADDING * 1.25 + CRYP_MARGIN * iter;
return { crypAvatarX, crypAvatarY };
};
class CrypImage extends Phaser.GameObjects.Image {
constructor(scene, team, iter, avatar, cryp, healthbar) {
// Avatar will be a property of cryp
const { crypAvatarX, crypAvatarY } = crypPosition(team, iter);
super(scene, crypAvatarX, crypAvatarY, avatar);
this.scene = scene; this.cryp = cryp; this.iter = iter;
this.healthbar = healthbar;
}
clickHandler() {
this.scene.game.events.emit('SEND_ACTIVE_SKILL', this.cryp);
}
takeDamage(damage) {
this.setTint(0xff0000);
this.healthbar.takeDamage(damage);
this.scene.time.delayedCall(DELAYS.DAMAGE_TICK, () => {
this.clearTint();
});
}
}
class CrypSkill extends Phaser.GameObjects.Text {
constructor(scene, x, y, skill, cryp) {
// Avatar will be a property of cryp
if (skill) {
const CD_TEXT = skill.cd ? `(${skill.cd}T)` : '';
const SKILL_TEXT = `${skill.skill} ${CD_TEXT}`;
super(scene, x, y, SKILL_TEXT, TEXT.NORMAL);
this.cryp = cryp;
this.skill = skill;
this.scene = scene;
this.setInteractive();
} else {
super(scene, x, y, cryp.name, TEXT.HEADER);
}
}
clickHandler() {
this.scene.game.events.emit('SET_ACTIVE_SKILL', this);
}
}
class HealthBar extends Phaser.GameObjects.Graphics {
constructor(scene, cryp, team, iter, crypHpText) {
super(scene);
this.team = team; this.iter = iter; this.hp = cryp.hp.base;
this.stam = cryp.stamina.base; this.hpText = crypHpText;
this.drawHealthBar();
}
drawHealthBar() {
const {
healthBarX, healthBarY, healthBarWidth, healthBarHeight,
} = healthBarDimensions(this.team, this.iter);
this.hpText.text = `${this.hp.toString()} / ${this.stam.toString()} HP`;
// Draw Black Border
this.fillStyle(COLOURS.BLACK);
this.fillRect(healthBarX, healthBarY, healthBarWidth, healthBarHeight);
// White fill
this.fillStyle(COLOURS.WHITE);
this.fillRect(healthBarX + 2, healthBarY + 2, healthBarWidth - 4, healthBarHeight - 4);
// Fill the health bar
const healthPercentage = this.hp / this.stam;
if (healthPercentage < 0.3) {
this.fillStyle(COLOURS.RED);
} else if (healthPercentage < 0.65) {
this.fillStyle(COLOURS.YELLOW);
} else {
this.fillStyle(0x00ff00); // str8 up green
}
const healthWidth = Math.floor(healthBarWidth * healthPercentage);
this.fillRect(healthBarX + 2, healthBarY + 2, healthWidth, healthBarHeight - 4);
}
takeDamage(damage) {
this.hp -= damage;
this.clear();
this.drawHealthBar();
}
}
function renderCryp(scene, group, cryp, game, team, iter) {
// Add Image Avatar Class
const avatar = team ? 'magmar' : 'alk';
// Add cryp hp
const { nameTextX, nameTextY, healthTextX, healthTextY } = crypAvatarText(team, iter);
const crypName = scene.add.text(nameTextX, nameTextY, cryp.name, TEXT.NORMAL);
const crypHpText = scene.add.text(healthTextX, healthTextY, '', TEXT.NORMAL);
const healthBar = scene.add.existing(new HealthBar(scene, cryp, team, iter, crypHpText));
// Add cryp name
const crypSpawn = scene.add.existing(new CrypImage(scene, team, iter, avatar, cryp, healthBar))
.setScale(0.5)
.setInteractive();
group.addMultiple([crypHpText, healthBar, crypSpawn, crypName]);
return crypSpawn;
}
function renderSkills(scene, group, cryp, game, iter) {
const skillList = [];
// If the cryps have been spawned already put the skills in a corresponding pos
const namePos = skillTextPosition(iter, 0);
const addSkill = (skill, i) => {
// Draw skill group name as part of the "skill class" so we can destroy it later
if (i === 0) group.add(scene.add.existing(new CrypSkill(scene, namePos[0], namePos[1], false, cryp)));
const skillTextPos = skillTextPosition(iter, i + 2);
const skillObj = new CrypSkill(scene, skillTextPos[0], skillTextPos[1], skill, cryp);
group.add(scene.add.existing(skillObj));
skillList.push(skillObj);
};
if (game.phase === 'Skill' && cryp.account === scene.account.id) {
if (cryp.hp.base === 0) return true;
cryp.skills.forEach(addSkill);
} else if (game.phase === 'Target' && cryp.account !== scene.account.id) {
const blockSkill = game.stack.find(skill => skill.source_cryp_id === cryp.id);
// cryp not casting this turn
if (!blockSkill) return false;
addSkill(blockSkill, 0);
}
return skillList;
}
class DrawCrypTeams extends Phaser.GameObjects.Group {
constructor(scene, game) {
super(scene);
this.scene = scene;
this.updateCryps(game, true);
}
updateCryps(game, createCryps) {
// Setting gamePhase will stop redraw unless phase changes again
this.scene.registry.set('gamePhase', game.phase);
// Destroy skills currently shown as the game state has changed
this.removeSkills();
const account = this.scene.registry.get('account');
const allyTeam = game.teams.find(t => t.id === account.id);
// in future there will be more than one
const [enemyTeam] = game.teams.filter(t => t.id !== account.id);
const renderTeam = (cryp, iter, team) => {
const crypObj = createCryps
? renderCryp(this.scene, this, cryp, game, team, iter)
: this.children.entries
.filter(obj => obj instanceof CrypImage)
.find(c => c.cryp.id === cryp.id);
// Update to health bars wont be needed when dmg taken is done properly
crypObj.healthbar.hp = cryp.hp.base;
crypObj.healthbar.drawHealthBar();
crypObj.skills = renderSkills(this.scene, this, cryp, game, crypObj.iter);
const addKeys = (game.phase === 'Skill' && !team) || (game.phase === 'Target' && team);
if (addKeys) this.scene.crypKeyHandler(crypObj, crypObj.iter);
};
allyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 0));
enemyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 1));
}
removeSkills() {
this.children.entries.filter(obj => obj instanceof CrypSkill).forEach(obj => obj.destroy());
}
}
module.exports = { CrypImage, CrypSkill, DrawCrypTeams, renderCryp };

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@ -1,108 +1,106 @@
const Phaser = require('phaser');
const fs = require('fs');
const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
const { DrawCrypTeams, CrypImage, CrypSkill } = require('./combat.cryps');
const renderResolutions = require('./combat.render.resolutions');
const CRYP_KEY_MAP = ['keydown_ONE', 'keydown_TWO', 'keydown_THREE'];
const SKILL_KEY_MAP = ['keydown_Q', 'keydown_W', 'keydown_E', 'keydown_R'];
const CombatSkills = require('./combat.skills');
class Combat extends Phaser.Scene {
constructor() {
super({ key: 'Combat' });
}
preload() {
/* Static Images */
this.textures.addBase64('alk', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/alakazam-f.png')).toString('base64')}`);
this.textures.addBase64('magmar', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/magmar.png')).toString('base64')}`);
this.load.image('proj', 'http://labs.phaser.io/assets/sprites/bullet.png');
this.load.image('blue', 'http://labs.phaser.io/assets/particles/blue.png');
this.load.image('green', 'http://labs.phaser.io/assets/particles/green.png');
this.load.image('red', 'http://labs.phaser.io/assets/particles/red.png');
this.load.image('white', 'http://labs.phaser.io/assets/particles/white.png');
this.load.image('yellow', 'http://labs.phaser.io/assets/particles/yellow.png');
}
create() {
this.registry.events.on('changedata', this.updateData, this);
this.input.keyboard.on('keydown_S', () => {
this.scene.switch('CrypList'); // Switch back to cryp list
}, 0, this);
this.input.on('pointerup', (pointer, obj) => {
if (obj[0] instanceof CrypImage || obj[0] instanceof CrypSkill) {
obj[0].clickHandler();
} else if (this.registry.get('activeSkill')) {
this.registry.get('activeSkill').clearTint();
this.registry.set('activeSkill', null);
}
});
this.renderedResolves = 0;
this.registry.set('gameAnimating', false);
this.account = this.registry.get('account');
this.log = this.add.text(COMBAT.LOG.x(), COMBAT.LOG.y(), '', TEXT.NORMAL);
this.log.setWordWrapWidth(COMBAT.LOG.width());
return true;
}
updateData(parent, key, data) {
if (key === 'game') {
if (!data) return false;
if (!this.registry.get('gamePhase')) { // Game hasn't started yet
this.crypTeamRender = new DrawCrypTeams(this, data);
}
this.redrawGame(data);
}
return true;
}
redrawGame(game) {
// Only redraw if the game is animating or the phase has changed
const updatedNeeded = !this.registry.get('gameAnimating') && !(this.registry.get('gamePhase') === game.phase);
if (!updatedNeeded) return false;
// do we need to render resolution animations?
if (game.resolved.length !== this.renderedResolves) {
// Turn skills off...in future we might get it to show something else instead
this.crypTeamRender.removeSkills();
const newResolutions = game.resolved.slice(this.renderedResolves);
renderResolutions(this, game, this.crypTeamRender, newResolutions);
this.renderedResolves = game.resolved.length;
return true;
}
// If not animating resolutions render static skill / block phase
// Update relevant parts of the game state without redrawing it all
this.crypTeamRender.updateCryps(game, false);
// update log
// shallow copy because reverse mutates
this.log.setText(Array.from(game.log).slice(0, this.logIter).reverse());
return true;
}
crypKeyHandler(cryp, iter) {
if (CRYP_KEY_MAP[iter]) {
this.input.keyboard.removeListener(CRYP_KEY_MAP[iter]);
if (cryp.skills.length > 0) { // check there are cryp skills
this.input.keyboard.on(CRYP_KEY_MAP[iter], () => {
SKILL_KEY_MAP.forEach(k => this.input.keyboard.removeListener(k));
cryp.skills.forEach((skill, i) => {
this.input.keyboard.on(SKILL_KEY_MAP[i], () => {
this.game.events.emit('SET_ACTIVE_SKILL', skill);
skill.setActive();
}, this);
});
}, this);
}
}
}
}
module.exports = Combat;
const Phaser = require('phaser');
const fs = require('fs');
const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
const { DrawCrypTeams, CrypImage, CrypSkill } = require('./combat.cryps');
const renderResolutions = require('./combat.render.resolutions');
const CRYP_KEY_MAP = ['keydown_ONE', 'keydown_TWO', 'keydown_THREE'];
const SKILL_KEY_MAP = ['keydown_Q', 'keydown_W', 'keydown_E', 'keydown_R'];
class Combat extends Phaser.Scene {
constructor() {
super({ key: 'Combat' });
}
preload() {
/* Static Images */
this.textures.addBase64('alk', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/alakazam-f.png')).toString('base64')}`);
this.textures.addBase64('magmar', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/magmar.png')).toString('base64')}`);
this.load.image('proj', 'http://labs.phaser.io/assets/sprites/bullet.png');
this.load.image('blue', 'http://labs.phaser.io/assets/particles/blue.png');
this.load.image('green', 'http://labs.phaser.io/assets/particles/green.png');
this.load.image('red', 'http://labs.phaser.io/assets/particles/red.png');
this.load.image('white', 'http://labs.phaser.io/assets/particles/white.png');
this.load.image('yellow', 'http://labs.phaser.io/assets/particles/yellow.png');
}
create() {
this.registry.events.on('changedata', this.updateData, this);
this.input.keyboard.on('keydown_S', () => {
this.scene.switch('CrypList'); // Switch back to cryp list
}, 0, this);
this.input.on('pointerup', (pointer, obj) => {
if (obj[0] instanceof CrypImage || obj[0] instanceof CrypSkill) {
obj[0].clickHandler();
} else if (this.registry.get('activeSkill')) {
this.registry.get('activeSkill').clearTint();
this.registry.set('activeSkill', null);
}
});
this.renderedResolves = 0;
this.registry.set('gameAnimating', false);
this.account = this.registry.get('account');
this.log = this.add.text(COMBAT.LOG.x(), COMBAT.LOG.y(), '', TEXT.NORMAL);
this.log.setWordWrapWidth(COMBAT.LOG.width());
return true;
}
updateData(parent, key, data) {
if (key === 'game') {
if (!data) return false;
if (!this.registry.get('gamePhase')) { // Game hasn't started yet
this.crypTeamRender = new DrawCrypTeams(this, data);
}
this.redrawGame(data);
}
return true;
}
redrawGame(game) {
// Only redraw if the game is animating or the phase has changed
const updatedNeeded = !this.registry.get('gameAnimating') && !(this.registry.get('gamePhase') === game.phase);
if (!updatedNeeded) return false;
// do we need to render resolution animations?
if (game.resolved.length !== this.renderedResolves) {
// Turn skills off...in future we might get it to show something else instead
this.crypTeamRender.removeSkills();
const newResolutions = game.resolved.slice(this.renderedResolves);
renderResolutions(this, game, this.crypTeamRender, newResolutions);
this.renderedResolves = game.resolved.length;
return true;
}
// If not animating resolutions render static skill / block phase
// Update relevant parts of the game state without redrawing it all
this.crypTeamRender.updateCryps(game, false);
// update log
// shallow copy because reverse mutates
this.log.setText(Array.from(game.log).slice(0, this.logIter).reverse());
return true;
}
crypKeyHandler(cryp, iter) {
if (CRYP_KEY_MAP[iter]) {
this.input.keyboard.removeListener(CRYP_KEY_MAP[iter]);
if (cryp.skills.length > 0) { // check there are cryp skills
this.input.keyboard.on(CRYP_KEY_MAP[iter], () => {
SKILL_KEY_MAP.forEach(k => this.input.keyboard.removeListener(k));
cryp.skills.forEach((skill, i) => {
this.input.keyboard.on(SKILL_KEY_MAP[i], () => {
this.game.events.emit('SET_ACTIVE_SKILL', skill);
skill.setActive();
}, this);
});
}, this);
}
}
}
}
module.exports = Combat;

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@ -1,105 +1,105 @@
const { eachSeries } = require('async');
const CombatSkills = require('./combat.skills');
const { CrypImage } = require('./combat.cryps');
const {
DELAYS: { ANIMATION_DURATION, MOVE_CREEP, DAMAGE_TICK },
POSITIONS: { COMBAT },
} = require('./constants');
const randomSkill = () => {
const skills = ['chargeBall'];
return skills[Math.floor(Math.random() * 1)];
};
function findResolutionCryps(scene, group, resolution, allyTeam, enemyTeam) {
const allyCryp = allyTeam.cryps.find(
c => c.id === resolution.source_cryp_id || c.id === resolution.target_cryp_id
);
const allySpawn = group.children.entries
.filter(obj => obj instanceof CrypImage)
.find(c => c.cryp.id === allyCryp.id);
const enemyCryp = enemyTeam.cryps.find(
c => c.id === resolution.source_cryp_id || c.id === resolution.target_cryp_id
);
const enemySpawn = group.children.entries
.filter(obj => obj instanceof CrypImage)
.find(c => c.cryp.id === enemyCryp.id);
const target = allyCryp.id === resolution.target_cryp_id ? enemySpawn : allySpawn;
return { allySpawn, enemySpawn, target };
}
function animatePhase(scene, group, game, resolution, cb) {
scene.skills = new CombatSkills(scene);
// Find cryps and targets
const tweenParams = (targets, centreSpot, enemy) => {
let x = centreSpot ? COMBAT.width() * 0.3 : targets.x;
x = (enemy && centreSpot) ? x + COMBAT.width() * 0.4 : x;
const y = centreSpot ? COMBAT.height() * 13.25 / 35 : targets.y;
const ease = 'Power1';
const duration = MOVE_CREEP;
return { targets, x, y, ease, duration };
};
// find the teams
const account = scene.registry.get('account');
const allyTeam = game.teams.find(t => t.id === account.id);
// in future there will be more than one
const [enemyTeam] = game.teams.filter(t => t.id !== account.id);
const { allySpawn, enemySpawn, target } = findResolutionCryps(scene, group, resolution, allyTeam, enemyTeam);
const moveAllyBattle = tweenParams(allySpawn, true, false);
const moveAllyOrig = tweenParams(allySpawn, false, false);
const moveEnemyBattle = tweenParams(enemySpawn, true, true);
const moveEnemyOrig = tweenParams(enemySpawn, false, true);
// Move cryps into posistion
scene.tweens.add(moveAllyBattle);
scene.tweens.add(moveEnemyBattle);
// animate skill
const skill = randomSkill();
scene.time.delayedCall(MOVE_CREEP, () => {
const isAlly = resolution.target_team_id === account.id;
scene.skills[skill](isAlly);
// Target cryp takes damage
scene.time.delayedCall(ANIMATION_DURATION, () => {
target.takeDamage(100);
// Move cryps back
scene.time.delayedCall(DAMAGE_TICK, () => {
scene.tweens.add(moveAllyOrig);
scene.tweens.add(moveEnemyOrig);
// all done
scene.time.delayedCall(MOVE_CREEP, () => {
scene.skills.cleanup();
scene.skills.destroy();
return cb();
});
});
});
});
}
function renderResolutions(scene, game, group, resolutions) {
scene.registry.set('gameAnimating', true);
eachSeries(
resolutions,
(resolution, cb) => animatePhase(scene, group, game, resolution, cb),
(err) => {
if (err) return console.error(err);
scene.registry.set('gameAnimating', false);
return true;
}
);
return true;
}
module.exports = renderResolutions;
const { eachSeries } = require('async');
const CombatAnimations = require('./combat.animations');
const { CrypImage } = require('./combat.cryps');
const {
DELAYS: { ANIMATION_DURATION, MOVE_CREEP, DAMAGE_TICK },
POSITIONS: { COMBAT },
} = require('./constants');
const randomAnimation = () => {
const animations = ['wall', 'spit', 'gravBlast', 'gravBomb', 'chargeBall'];
return animations[Math.floor(Math.random() * 5)];
};
function findResolutionCryps(scene, group, resolution, allyTeam, enemyTeam) {
const allyCryp = allyTeam.cryps.find(
c => c.id === resolution.source_cryp_id || c.id === resolution.target_cryp_id
);
const allySpawn = group.children.entries
.filter(obj => obj instanceof CrypImage)
.find(c => c.cryp.id === allyCryp.id);
const enemyCryp = enemyTeam.cryps.find(
c => c.id === resolution.source_cryp_id || c.id === resolution.target_cryp_id
);
const enemySpawn = group.children.entries
.filter(obj => obj instanceof CrypImage)
.find(c => c.cryp.id === enemyCryp.id);
const target = allyCryp.id === resolution.target_cryp_id ? enemySpawn : allySpawn;
return { allySpawn, enemySpawn, target };
}
function animatePhase(scene, group, game, resolution, cb) {
const animations = new CombatAnimations(scene);
// Find cryps and targets
const tweenParams = (targets, centreSpot, enemy) => {
let x = centreSpot ? COMBAT.width() * 0.3 : targets.x;
x = (enemy && centreSpot) ? x + COMBAT.width() * 0.4 : x;
const y = centreSpot ? COMBAT.height() * 13.25 / 35 : targets.y;
const ease = 'Power1';
const duration = MOVE_CREEP;
return { targets, x, y, ease, duration };
};
// find the teams
const account = scene.registry.get('account');
const allyTeam = game.teams.find(t => t.id === account.id);
// in future there will be more than one
const [enemyTeam] = game.teams.filter(t => t.id !== account.id);
const { allySpawn, enemySpawn, target } = findResolutionCryps(scene, group, resolution, allyTeam, enemyTeam);
const moveAllyBattle = tweenParams(allySpawn, true, false);
const moveAllyOrig = tweenParams(allySpawn, false, false);
const moveEnemyBattle = tweenParams(enemySpawn, true, true);
const moveEnemyOrig = tweenParams(enemySpawn, false, true);
// Move cryps into posistion
scene.tweens.add(moveAllyBattle);
scene.tweens.add(moveEnemyBattle);
// animate animation
const animation = randomAnimation();
scene.time.delayedCall(MOVE_CREEP, () => {
const isAlly = resolution.target_team_id === account.id;
animations[animation](isAlly);
// Target cryp takes damage
scene.time.delayedCall(ANIMATION_DURATION, () => {
target.takeDamage(100);
// Move cryps back
scene.time.delayedCall(DAMAGE_TICK, () => {
scene.tweens.add(moveAllyOrig);
scene.tweens.add(moveEnemyOrig);
// all done
scene.time.delayedCall(MOVE_CREEP, () => {
animations.cleanup();
animations.destroy();
return cb();
});
});
});
});
}
function renderResolutions(scene, game, group, resolutions) {
scene.registry.set('gameAnimating', true);
eachSeries(
resolutions,
(resolution, cb) => animatePhase(scene, group, game, resolution, cb),
(err) => {
if (err) return console.error(err);
scene.registry.set('gameAnimating', false);
return true;
}
);
return true;
}
module.exports = renderResolutions;