fixed parry, added all skills to anims callback

This commit is contained in:
Mashy 2019-07-02 23:11:48 +10:00
parent 8dd3a923ec
commit 3b115f82a4
3 changed files with 139 additions and 41 deletions

View File

@ -13,12 +13,14 @@ const Debuff = require('./anims/debuff');
const Decay = require('./anims/decay'); const Decay = require('./anims/decay');
const Curse = require('./anims/curse'); const Curse = require('./anims/curse');
const Electrify = require('./anims/electrify'); const Electrify = require('./anims/electrify');
const Electrocute = require('./anims/electrocute');
const Haste = require('./anims/haste'); const Haste = require('./anims/haste');
const Stun = require('./anims/stun'); const Stun = require('./anims/stun');
const Heal = require('./anims/heal'); const Heal = require('./anims/heal');
const Hex = require('./anims/hex'); const Hex = require('./anims/hex');
const Strike = require('./anims/strike'); const Strike = require('./anims/strike');
const Parry = require('./anims/parry'); const Parry = require('./anims/parry');
const Purify = require('./anims/purify');
const Recharge = require('./anims/recharge'); const Recharge = require('./anims/recharge');
const Reflect = require('./anims/reflect'); const Reflect = require('./anims/reflect');
const Chaos = require('./anims/chaos'); const Chaos = require('./anims/chaos');
@ -97,48 +99,68 @@ function animations(props) {
if (!text || !resolution.sequence[0].includes('END_SKILL')) return false; if (!text || !resolution.sequence[0].includes('END_SKILL')) return false;
const skill = removeTier(text); const skill = removeTier(text);
// if (skill === 'Bash' && type === 'Damage') return false;
switch (skill) { switch (skill) {
case 'Attack': return <Strike id={construct.id} team={player} colour={colours.white}/>; // Attack base
case 'Attack': return <Strike colour={colours.white}/>;
case 'Blast': return <Blast />;
case 'Siphon': return <Siphon />;
case 'SiphonTick': return <SiphonTick />;
case 'Strike': return <Strike colour={colours.red}/>;
case 'Chaos': return <Chaos />;
case 'Slay': return <Slay />;
case 'Heal': return <Heal />;
// Buff Base
case 'Buff': return <Buff />;
case 'Amplify': return <Amplify/>; case 'Amplify': return <Amplify/>;
case 'Haste': return <Haste />;
case 'Triage': return <Triage />;
case 'TriageTick': return false;
case 'Scatter': return false;
case 'Hybrid': return false;
case 'Taunt': return false;
// Debuff base
case 'Debuff': return <Debuff />;
case 'Curse': return <Curse />;
case 'Decay': return <Decay />;
case 'DecayTick': return false;
case 'Invert': return <Invert id={construct.id} />;
case 'Purge': return false;
case 'Silence': return false;
case 'Snare': return false;
// Stun Base
case 'Stun': return <Stun />;
case 'Banish': return <Banish id={construct.id} />; case 'Banish': return <Banish id={construct.id} />;
case 'Bash': return <Bash />; case 'Bash': return <Bash />;
case 'Block': return <Block />;
case 'Buff': return <Buff />;
case 'Curse': return <Curse />;
case 'Electrify': return <Electrify />;
case 'Blast': return <Blast id={construct.id} team={player}/>;
case 'Debuff': return <Debuff />;
case 'Decay': return <Decay />;
case 'Strike': return <Strike id={construct.id} team={player} colour={colours.red}/>;
case 'Chaos': return <Chaos id={construct.id} team={player}/>;
case 'Slay': return <Slay id={construct.id} team={player} />;
case 'Heal': return <Heal id={construct.id} team={player} />;
case 'Hex': return <Hex />; case 'Hex': return <Hex />;
case 'Haste': return <Haste />; case 'Sleep': return false;
case 'Throw': return false;
case 'Ruin': return false;
// Block Base
case 'Block': return <Block />;
case 'Electrify': return <Electrify />;
case 'Electrocute': return <Electrocute />;
case 'ElectrocuteTick': return false;
case 'Parry': return <Parry team={player} />; case 'Parry': return <Parry team={player} />;
case 'Recharge': return <Recharge team={player} />; case 'Recharge': return <Recharge team={player} />;
case 'Reflect': return <Reflect team={player} />; case 'Reflect': return <Reflect team={player} />;
case 'Triage': return <Triage />; case 'Purify': return <Purify team={player} />;
case 'Invert': return <Invert id={construct.id} />; case 'Clutch': return false;
case 'Siphon': return <Siphon id={construct.id} team={player} />;
case 'SiphonTick': return <SiphonTick id={construct.id} team={player} />;
case 'Stun': return <Stun />;
default: return false; default: return false;
} }
}; };
const combatAnim = anim(event.skill); const combatAnim = anim(event.skill);
if (combatAnim) { if (!combatAnim) return false;
return ( return (
<div class={'combat-anim'}> <div class={'combat-anim'}>
{combatAnim} {combatAnim}
</div> </div>
); );
}
return (
<div></div>);
} }
module.exports = animations; module.exports = animations;

View File

@ -43,8 +43,8 @@ class Parry extends Component {
this.animations.push(anime({ this.animations.push(anime({
targets: ['#parry'], targets: ['#parry'],
opacity: [ opacity: [
{ value: 1, delay: TIMES.TARGET_FADE_IN_DELAY, duration: TIMES.TARGET_FADE_IN_DURATION }, { value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
{ value: 0, delay: TIMES.TARGET_FADE_OUT_DELAY, duration: TIMES.FADE_OUT_DURATION }, { value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.3 },
], ],
easing: 'easeInOutSine', easing: 'easeInOutSine',
})); }));
@ -52,7 +52,7 @@ class Parry extends Component {
this.animations.push(anime({ this.animations.push(anime({
targets: ['#parry'], targets: ['#parry'],
rotateX: 180, rotateX: 180,
delay: TIMES.TARGET_FADE_IN_DELAY * 3, delay: TIMES.TARGET_DELAY_MS,
duration: TIMES.TARGET_DURATION_MS / 2, duration: TIMES.TARGET_DURATION_MS / 2,
easing: 'easeOutSine', easing: 'easeOutSine',
})); }));
@ -64,8 +64,8 @@ class Parry extends Component {
numOctaves: 5, numOctaves: 5,
easing: 'easeOutSine', easing: 'easeOutSine',
delay: TIMES.TARGET_FADE_IN_DELAY, delay: TIMES.TARGET_DELAY_MS,
duration: TIMES.RESOLUTION_TOTAL_MS, duration: TIMES.TARGET_DURATION_MS,
})); }));
} }

View File

@ -0,0 +1,76 @@
const preact = require('preact');
const { Component } = require('preact');
const anime = require('animejs').default;
const { TIMES } = require('../../constants');
class Purify extends Component {
constructor() {
super();
this.animations = [];
}
render({ team }) {
return (
<svg
class='skill-animation red'
version="1.1"
id="purify"
xmlns="http://www.w3.org/2000/svg"
style={{ transform: team ? 'rotate3d(1, 0, 0, 180deg)' : '' }}
viewBox="0 0 256 256">
<filter id='purifyFilter'>
<feTurbulence type="turbulence" baseFrequency="0" numOctaves="1" result="turbulence"></feTurbulence>
<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="R" yChannelSelector="G"></feDisplacementMap>
</filter>
<polyline
points='128,168 80,240 176,240 128,168'
style={{ filter: 'url("#purifyFilter")' }}
/>
<polyline
points='176,240 212,216 128,96 44,216 80,240'
style={{ filter: 'url("#purifyFilter")' }}
/>
<polyline
points='212,216 248,192 128,24 8,192 44,216'
style={{ filter: 'url("#purifyFilter")' }}
/>
</svg>
);
}
componentDidMount() {
this.animations.push(anime({
targets: ['#purify'],
opacity: [
{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.3 },
],
easing: 'easeInOutSine',
}));
this.animations.push(anime({
targets: ['#purifyFilter feTurbulence', ' #purifyFilter feDisplacementMap'],
baseFrequency: 2,
scale: 10,
numOctaves: 5,
easing: 'easeOutSine',
delay: TIMES.TARGET_DELAY_MS,
duration: TIMES.TARGET_DURATION_MS,
}));
}
// this is necessary because
// skipping / timing / unmounting race conditions
// can cause the animations to cut short, this will ensure the values are reset
// because preact will recycle all these components
componentWillUnmount() {
for (let i = this.animations.length - 1; i >= 0; i--) {
this.animations[i].reset();
}
}
}
module.exports = Purify;