Merge branch 'master' of ssh://cryps.gg:40022/~/cryps
This commit is contained in:
commit
342394ddfa
@ -1,155 +1,155 @@
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const Phaser = require('phaser');
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const { POSITIONS: { COMBAT }, DELAYS } = require('./constants');
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|
||||
const randomColour = () => {
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const colours = ['green', 'blue', 'red', 'white', 'yellow'];
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return colours[Math.floor(Math.random() * 5)];
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||||
};
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||||
|
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const animationParams = (isAlly) => {
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const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const speed = isAlly ? 250 : -250;
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const img = randomColour();
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const angleMin = isAlly ? 320 : 180;
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const angleMax = isAlly ? 360 : 220;
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return { spawnLocation, speed, img, angleMin, angleMax };
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};
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class CombatSkills extends Phaser.GameObjects.Group {
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constructor(scene) {
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super(scene);
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this.scene = scene;
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}
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wall(isAlly) {
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const lifespan = DELAYS.ANIMATION_DURATION;
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const { spawnLocation, speed, img } = animationParams(isAlly);
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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x: spawnLocation,
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y: { min: COMBAT.height() * 0.2, max: COMBAT.height() * 0.5 },
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||||
speedX: { min: speed, max: speed * 2 },
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||||
scale: { start: 0.4, end: 0 },
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quantity: 4,
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blendMode: 'ADD',
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||||
lifespan: 2000,
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});
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this.add(particles);
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this.scene.time.delayedCall(1000, () => { emitter.stop(); }, [], this.scene);
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}
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spit(isAlly) {
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const lifespan = DELAYS.ANIMATION_DURATION;
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const { spawnLocation, speed, img, angleMin, angleMax } = animationParams(isAlly);
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const particles = this.scene.add.particles(img);
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||||
const emitter = particles.createEmitter({
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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angle: { min: angleMin, max: angleMax },
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speed: speed * 2,
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scale: { start: 0.4, end: 1 },
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gravityY: 250,
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quantity: 4,
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blendMode: 'ADD',
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lifespan,
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});
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this.add(particles);
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this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this);
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}
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gravBomb(isAlly) {
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const lifespan = DELAYS.ANIMATION_DURATION;
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const { spawnLocation, img } = animationParams(!isAlly);
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const particles = this.scene.add.particles(img);
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const well = particles.createGravityWell({
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x: spawnLocation,
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y: COMBAT.height() * 0.25,
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power: 4,
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gravity: 500,
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});
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this.emitter = particles.createEmitter({
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x: spawnLocation,
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y: COMBAT.height() * 0.25,
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speed: 1000,
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scale: { start: 0.7, end: 1 },
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blendMode: 'ADD',
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lifespan,
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});
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this.add(particles);
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this.scene.time.delayedCall(lifespan, () => { this.emitter.stop(); well.active = false; }, [], this.scene);
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}
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gravBlast(isAlly) {
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const lifespan = DELAYS.ANIMATION_DURATION;
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const WELL_END = lifespan / 2;
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const img = randomColour();
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const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const isEnemyLocation = isAlly ? COMBAT.width() * 0.7 : COMBAT.width() * 0.3;
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const particles = this.scene.add.particles(img);
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const bounds = isAlly
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? { x: COMBAT.width() * 0.3, y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 }
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: { x: 0.2 * COMBAT.width(), y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 };
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const well = particles.createGravityWell({
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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power: 4,
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gravity: 500,
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});
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const emitter = particles.createEmitter({
|
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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speed: 1000,
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scale: { start: 0.7, end: 1 },
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blendMode: 'ADD',
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bounds,
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lifespan,
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});
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this.add(particles);
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this.scene.time.delayedCall(WELL_END, () => { emitter.stop(); well.x = isEnemyLocation; }, [], this.scene);
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this.scene.time.delayedCall(lifespan, () => { well.active = false; }, [], this.scene);
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}
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chargeBall(isAlly) {
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const lifespan = DELAYS.ANIMATION_DURATION;
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const CHARGE_LIFESPAN = lifespan / 3;
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const { img, spawnLocation } = animationParams(isAlly);
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const targetLocation = isAlly ? 0.7 * COMBAT.width() : 0.25 * COMBAT.width();
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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x: 0,
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y: 0,
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moveToX: spawnLocation,
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moveToY: COMBAT.height() * 0.1,
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scale: 0.75,
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quantity: 4,
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_frequency: 20,
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blendMode: 'ADD',
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emitZone: { source: new Phaser.Geom.Rectangle(0, 0, COMBAT.width(), COMBAT.height()) },
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lifespan: CHARGE_LIFESPAN,
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});
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const emitter2 = particles.createEmitter({
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radial: false,
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x: { min: spawnLocation, max: targetLocation, steps: 90 },
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y: { min: COMBAT.height() * 0.1, max: COMBAT.height() * 0.4, steps: 90 },
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quantity: 4,
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gravityY: 0,
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scale: { start: 2, end: 0.1, ease: 'Power3' },
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blendMode: 'ADD',
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active: false,
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lifespan: CHARGE_LIFESPAN,
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});
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this.add(particles);
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this.scene.time.delayedCall(CHARGE_LIFESPAN, () => { emitter.stop(); }, [], this.scene);
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this.scene.time.delayedCall(CHARGE_LIFESPAN * 2, () => { emitter2.active = true; }, [], this.scene);
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this.scene.time.delayedCall(lifespan, () => { emitter2.stop(); }, [], this.scene);
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}
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cleanup() {
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this.children.entries.forEach(obj => obj.destroy());
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}
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}
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module.exports = CombatSkills;
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const Phaser = require('phaser');
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const { POSITIONS: { COMBAT }, DELAYS } = require('./constants');
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const randomColour = () => {
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const colours = ['green', 'blue', 'red', 'white', 'yellow'];
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return colours[Math.floor(Math.random() * 5)];
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};
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const animationParams = (isAlly) => {
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const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const speed = isAlly ? 250 : -250;
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const img = randomColour();
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const angleMin = isAlly ? 320 : 180;
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const angleMax = isAlly ? 360 : 220;
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return { spawnLocation, speed, img, angleMin, angleMax };
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};
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class CombatSkills extends Phaser.GameObjects.Group {
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constructor(scene) {
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super(scene);
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this.scene = scene;
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}
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wall(isAlly) {
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const lifespan = DELAYS.ANIMATION_DURATION;
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const { spawnLocation, speed, img } = animationParams(isAlly);
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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x: spawnLocation,
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y: { min: COMBAT.height() * 0.2, max: COMBAT.height() * 0.5 },
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speedX: { min: speed, max: speed * 2 },
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scale: { start: 0.4, end: 0 },
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quantity: 4,
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blendMode: 'ADD',
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lifespan: 2000,
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});
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this.add(particles);
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this.scene.time.delayedCall(1000, () => { emitter.stop(); }, [], this.scene);
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}
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spit(isAlly) {
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const lifespan = DELAYS.ANIMATION_DURATION;
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const { spawnLocation, speed, img, angleMin, angleMax } = animationParams(isAlly);
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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angle: { min: angleMin, max: angleMax },
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speed: speed * 2,
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scale: { start: 0.4, end: 1 },
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gravityY: 250,
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quantity: 4,
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blendMode: 'ADD',
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lifespan,
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});
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this.add(particles);
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this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this);
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}
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gravBomb(isAlly) {
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const lifespan = DELAYS.ANIMATION_DURATION;
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const { spawnLocation, img } = animationParams(!isAlly);
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const particles = this.scene.add.particles(img);
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const well = particles.createGravityWell({
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x: spawnLocation,
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y: COMBAT.height() * 0.25,
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power: 4,
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gravity: 500,
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});
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this.emitter = particles.createEmitter({
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x: spawnLocation,
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y: COMBAT.height() * 0.25,
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speed: 1000,
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scale: { start: 0.7, end: 1 },
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blendMode: 'ADD',
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lifespan,
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});
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this.add(particles);
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this.scene.time.delayedCall(lifespan, () => { this.emitter.stop(); well.active = false; }, [], this.scene);
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}
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gravBlast(isAlly) {
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const lifespan = DELAYS.ANIMATION_DURATION;
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const WELL_END = lifespan / 2;
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const img = randomColour();
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const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const isEnemyLocation = isAlly ? COMBAT.width() * 0.7 : COMBAT.width() * 0.3;
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const particles = this.scene.add.particles(img);
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const bounds = isAlly
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? { x: COMBAT.width() * 0.3, y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 }
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: { x: 0.2 * COMBAT.width(), y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 };
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const well = particles.createGravityWell({
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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power: 4,
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gravity: 500,
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});
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const emitter = particles.createEmitter({
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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speed: 1000,
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scale: { start: 0.7, end: 1 },
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blendMode: 'ADD',
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bounds,
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lifespan,
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});
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this.add(particles);
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this.scene.time.delayedCall(WELL_END, () => { emitter.stop(); well.x = isEnemyLocation; }, [], this.scene);
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this.scene.time.delayedCall(lifespan, () => { well.active = false; }, [], this.scene);
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}
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chargeBall(isAlly) {
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const lifespan = DELAYS.ANIMATION_DURATION;
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||||
const CHARGE_LIFESPAN = lifespan / 3;
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const { img, spawnLocation } = animationParams(isAlly);
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const targetLocation = isAlly ? 0.7 * COMBAT.width() : 0.25 * COMBAT.width();
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||||
const particles = this.scene.add.particles(img);
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||||
const emitter = particles.createEmitter({
|
||||
x: 0,
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||||
y: 0,
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||||
moveToX: spawnLocation,
|
||||
moveToY: COMBAT.height() * 0.1,
|
||||
scale: 0.75,
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||||
quantity: 4,
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||||
_frequency: 20,
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||||
blendMode: 'ADD',
|
||||
emitZone: { source: new Phaser.Geom.Rectangle(0, 0, COMBAT.width(), COMBAT.height()) },
|
||||
lifespan: CHARGE_LIFESPAN,
|
||||
});
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||||
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;
|
||||
@ -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 };
|
||||
|
||||
@ -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;
|
||||
@ -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;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user