fixed slay
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191c61fa3b
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3eb55463e6
@ -23,7 +23,7 @@ function projectile(x, y, radius, colour) {
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}
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}
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class AttackCharge extends Component {
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class AttackCharge extends Component {
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constructor(props) {
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constructor() {
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super();
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super();
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this.animations = [];
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this.animations = [];
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const points = randomPoints(7, 30, { x: 0, y: 0, width: 300, height: 100 });
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const points = randomPoints(7, 30, { x: 0, y: 0, width: 300, height: 100 });
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@ -35,8 +35,7 @@ function sword(colour) {
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class AttackCharge extends Component {
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class AttackCharge extends Component {
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constructor(props) {
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constructor(props) {
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super();
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super();
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this.team = props.team;
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this.animations = [];
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// this.colour = props.colour;
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this.colour = '#a52a2a';
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this.colour = '#a52a2a';
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const points = new Array(30).fill(0);
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const points = new Array(30).fill(0);
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this.charges = points.map(() => projectile(150, 420, 7, '#1FF01F'));
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this.charges = points.map(() => projectile(150, 420, 7, '#1FF01F'));
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@ -81,6 +80,7 @@ class AttackCharge extends Component {
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anime.set('.skill-anim', {
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anime.set('.skill-anim', {
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translateY: -400,
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translateY: -400,
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translateX: 0,
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translateX: 0,
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opacity: 0,
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});
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});
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anime.set('#explosion feDisplacementMap', {
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anime.set('#explosion feDisplacementMap', {
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scale: 100,
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scale: 100,
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@ -91,47 +91,56 @@ class AttackCharge extends Component {
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stroke: this.colour,
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stroke: this.colour,
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});
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});
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anime.set('#projectile', {
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this.animations.push(anime({
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cx: 150,
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cy: 420,
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});
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anime({
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targets: '.skill-anim',
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targets: '.skill-anim',
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opacity: [
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{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.3 },
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{
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value: 0,
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delay: TIMES.TARGET_DURATION_MS * 0.7 + TIMES.POST_SKILL_DURATION_MS * 0.8,
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duration: TIMES.POST_SKILL_DURATION_MS * 0.2,
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}],
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translateY: 0,
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translateY: 0,
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translateX: 0,
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translateX: 0,
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loop: false,
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loop: false,
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delay: TIMES.TARGET_DELAY_MS,
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duration: (duration * 1 / 2),
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duration: (duration * 1 / 2),
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easing: 'easeInQuad',
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easing: 'easeInQuad',
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});
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}));
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anime({
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this.animations.push(anime({
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targets: '#explosion feDisplacementMap',
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targets: '#explosion feDisplacementMap',
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scale: 10000,
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scale: 10000,
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loop: false,
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loop: false,
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delay: (duration * 1 / 2),
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delay: (TIMES.TARGET_DELAY_MS + duration * 1 / 2),
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duration: (duration * 1 / 2),
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duration: (duration * 1 / 2),
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easing: 'easeInQuad',
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easing: 'easeInQuad',
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});
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}));
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anime({
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this.animations.push(anime({
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targets: '#sword',
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targets: '#sword',
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fill: '#1FF01F',
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fill: '#1FF01F',
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stroke: '#1FF01F',
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stroke: '#1FF01F',
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delay: (duration * 3 / 4),
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delay: (TIMES.TARGET_DELAY_MS + duration + TIMES.POST_SKILL_DURATION_MS * 0.7),
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});
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}));
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const projectiles = document.querySelectorAll('#projectile');
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const projectiles = document.querySelectorAll('#projectile');
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projectiles.forEach(proj => {
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projectiles.forEach(proj => {
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anime({
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this.animations.push(anime({
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targets: proj,
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targets: proj,
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cx: Math.random() * 250 + 25,
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cx: Math.random() * 250 + 25,
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cy: Math.random() * 200 - 100,
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cy: Math.random() * 200 - 100,
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delay: (duration * 2 / 3),
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delay: (TIMES.TARGET_DELAY_MS + duration + TIMES.POST_SKILL_DURATION_MS * 0.7),
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duration: (duration * 1 / 3),
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duration: (TIMES.POST_SKILL_DURATION_MS * 0.3),
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easing: 'easeInQuad',
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easing: 'easeInQuad',
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});
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}));
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});
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});
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}
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}
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componentWillUnmount() {
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for (let i = this.animations.length - 1; i >= 0; i--) {
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this.animations[i].reset();
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}
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}
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}
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}
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module.exports = AttackCharge;
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module.exports = AttackCharge;
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