Added bars for defenses
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feacd368a1
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@ -3,58 +3,73 @@ const genAvatar = require('./avatar');
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const { DELAYS, TEXT, POSITIONS: { COMBAT }, COLOURS } = require('./constants');
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const { DELAYS, TEXT, POSITIONS: { COMBAT }, COLOURS } = require('./constants');
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const CRYP_MARGIN = COMBAT.height() / 5;
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const CRYP_MARGIN = COMBAT.height() / 4.5;
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const TEXT_MARGIN = COMBAT.height() / 35;
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const TEXT_MARGIN = COMBAT.height() / 35;
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const TEAM_MARGIN = COMBAT.width() * 0.7;
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const healthBarDimensions = (team, iter) => {
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const healthBarDimensions = (team, iter, margin) => {
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const healthBarX = 1.25 * TEAM_MARGIN * team;
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const healthBarWidth = COMBAT.width() * 0.07;
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const healthBarY = COMBAT.y() + TEXT_MARGIN + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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const healthBarWidth = TEAM_MARGIN / 10;
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const healthBarHeight = TEXT_MARGIN / 1.5;
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const healthBarHeight = TEXT_MARGIN / 1.5;
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const healthBarX = (COMBAT.width() - healthBarWidth) * team;
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const healthBarY = COMBAT.y() + TEXT_MARGIN * (margin + 1) + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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return { healthBarX, healthBarY, healthBarWidth, healthBarHeight };
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return { healthBarX, healthBarY, healthBarWidth, healthBarHeight };
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};
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};
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const crypAvatarText = (team, iter) => {
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const crypAvatarText = (team, iter) => {
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const nameX = 1.25 * TEAM_MARGIN * team;
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const nameX = COMBAT.width() * team;
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const nameY = COMBAT.y() + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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const nameY = COMBAT.y() + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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const healthX = 1.25 * TEAM_MARGIN * team;
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const healthX = team ? COMBAT.width() - COMBAT.width() * 0.075 : COMBAT.width() * 0.075;
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const healthY = COMBAT.y() + TEXT_MARGIN * 2 + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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const healthY = COMBAT.y() + TEXT_MARGIN + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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const statusX = 1.25 * TEAM_MARGIN * team;
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const statusX = COMBAT.width() * team;
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const statusY = COMBAT.y() + TEXT_MARGIN * 3 + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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const statusY = COMBAT.y() + TEXT_MARGIN * 3 + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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return { statusX, statusY, nameX, nameY, healthX, healthY };
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return { statusX, statusY, nameX, nameY, healthX, healthY };
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};
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};
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const crypEffects = (team, iter) => {
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const crypEffects = (team, iter) => {
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const crypEffectsX = COMBAT.width() / 7.5 + TEAM_MARGIN * team;
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const crypEffectsX = team ? COMBAT.width() - COMBAT.width() / 6.5 : COMBAT.width() / 6.5;
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const crypEffectsY = TEXT_MARGIN * 2 + CRYP_MARGIN * iter;
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const crypEffectsY = TEXT_MARGIN * 2 + CRYP_MARGIN * iter;
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return { crypEffectsX, crypEffectsY };
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return { crypEffectsX, crypEffectsY };
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};
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};
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const crypPosition = (team, iter) => {
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const crypPosition = (team, iter) => {
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const crypAvatarX = COMBAT.width() / 7.5 + TEAM_MARGIN * team;
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const crypAvatarX = team ? COMBAT.width() - COMBAT.width() / 6 : COMBAT.width() / 6;
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const crypAvatarY = TEXT_MARGIN * 5 + CRYP_MARGIN * iter;
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const crypAvatarY = TEXT_MARGIN * 5 + CRYP_MARGIN * iter;
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return { crypAvatarX, crypAvatarY };
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return { crypAvatarX, crypAvatarY };
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};
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};
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class HealthBar extends Phaser.GameObjects.Graphics {
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class StatBar extends Phaser.GameObjects.Graphics {
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constructor(scene, cryp, crypHpText) {
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constructor(scene, cryp, crypStatText, type) {
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super(scene);
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super(scene);
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this.crypObj = cryp;
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this.crypObj = cryp;
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this.hpText = crypHpText;
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this.type = type;
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this.statText = crypStatText;
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this.hp = this.crypObj.cryp.hp.base;
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if (type === 'HP') {
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this.stam = this.crypObj.cryp.stamina.base;
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this.val = this.crypObj.cryp.hp.base;
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this.drawHealthBar();
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this.max = this.crypObj.cryp.stamina.base;
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this.margin = 0;
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} else if (type === 'Armour') {
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this.val = this.crypObj.cryp.armour.base;
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this.max = this.crypObj.cryp.armour.base;
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this.margin = 1;
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} else if (type === 'Evasion') {
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this.val = this.crypObj.cryp.evasion.base;
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this.max = this.crypObj.cryp.evasion.base;
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this.margin = 2;
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} else if (type === 'Spell Shield') {
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this.val = this.crypObj.cryp.spell_shield.base;
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this.max = this.crypObj.cryp.spell_shield.base;
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this.margin = 3;
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}
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this.drawStatBar();
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}
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}
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drawHealthBar() {
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drawStatBar() {
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this.clear();
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this.clear();
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const {
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const {
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healthBarX, healthBarY, healthBarWidth, healthBarHeight,
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healthBarX, healthBarY, healthBarWidth, healthBarHeight,
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} = healthBarDimensions(this.crypObj.team, this.crypObj.iter);
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} = healthBarDimensions(this.crypObj.team, this.crypObj.iter, this.margin);
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this.hpText.text = `${this.hp.toString()} / ${this.stam.toString()} HP`;
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this.statText.text = `${this.val.toString()} / ${this.max.toString()} ${this.type}`;
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// Draw Black Border
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// Draw Black Border
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this.fillStyle(COLOURS.BLACK);
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this.fillStyle(COLOURS.BLACK);
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this.fillRect(healthBarX, healthBarY, healthBarWidth, healthBarHeight);
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this.fillRect(healthBarX, healthBarY, healthBarWidth, healthBarHeight);
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@ -62,7 +77,7 @@ class HealthBar extends Phaser.GameObjects.Graphics {
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this.fillStyle(COLOURS.WHITE);
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this.fillStyle(COLOURS.WHITE);
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this.fillRect(healthBarX + 2, healthBarY + 2, healthBarWidth - 4, healthBarHeight - 4);
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this.fillRect(healthBarX + 2, healthBarY + 2, healthBarWidth - 4, healthBarHeight - 4);
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// Fill the health bar
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// Fill the health bar
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const healthPercentage = this.hp / this.stam;
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const healthPercentage = this.val / this.max;
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if (healthPercentage < 0.3) {
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if (healthPercentage < 0.3) {
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this.fillStyle(COLOURS.RED);
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this.fillStyle(COLOURS.RED);
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} else if (healthPercentage < 0.65) {
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} else if (healthPercentage < 0.65) {
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@ -71,17 +86,17 @@ class HealthBar extends Phaser.GameObjects.Graphics {
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this.fillStyle(0x00ff00); // str8 up green
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this.fillStyle(0x00ff00); // str8 up green
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}
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}
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const healthWidth = Math.floor(healthBarWidth * healthPercentage);
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const healthWidth = Math.floor(healthBarWidth * healthPercentage);
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this.fillRect(healthBarX + 2, healthBarY + 2, healthWidth, healthBarHeight - 4);
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this.fillRect(healthBarX + 2, healthBarY + 2, healthWidth - 4, healthBarHeight - 4);
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}
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}
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takeDamage(value) {
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takeDamage(value) {
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if (value > 0) {
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if (value > 0) {
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this.hp = (value >= this.hp) ? 0 : this.hp -= value;
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this.val = (value >= this.val) ? 0 : this.val -= value;
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} else {
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} else {
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this.hp = (this.hp - value > this.stam) ? this.stam : this.hp -= value;
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this.val = (this.val - value > this.max) ? this.max : this.val -= value;
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}
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}
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if (this.hp === 0) this.crypObj.setKo();
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if (this.val === 0) this.crypObj.setKo();
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this.drawHealthBar();
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this.drawStatBar();
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}
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}
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}
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}
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@ -140,12 +155,20 @@ class CrypImage extends Phaser.GameObjects.Image {
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this.team = team;
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this.team = team;
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this.cryp = cryp;
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this.cryp = cryp;
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this.state = 'deselect';
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this.state = 'deselect';
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// Add cryp name
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// Add cryp name
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scene.add.text(nameX, nameY, cryp.name, TEXT.NORMAL);
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scene.add.text(nameX, nameY, cryp.name, TEXT.NORMAL).setOrigin(team, 0);
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// Add cryp hp
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// Add cryp hp
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const healthText = scene.add.text(healthX, healthY, '', TEXT.NORMAL);
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const healthText = scene.add.text(healthX, healthY, '', TEXT.NORMAL).setOrigin(team, 0);
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this.healthBar = scene.add.existing(new HealthBar(scene, this, healthText));
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this.healthBar = scene.add.existing(new StatBar(scene, this, healthText, 'HP'));
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const armourText = scene.add.text(healthX, healthY + TEXT_MARGIN, '', TEXT.NORMAL).setOrigin(team, 0);
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this.armour = scene.add.existing(new StatBar(scene, this, armourText, 'Armour'));
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const evasionText = scene.add.text(healthX, healthY + TEXT_MARGIN * 2, '', TEXT.NORMAL).setOrigin(team, 0);
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this.evasion = scene.add.existing(new StatBar(scene, this, evasionText, 'Evasion'));
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const ssText = scene.add.text(healthX, healthY + TEXT_MARGIN * 3, '', TEXT.NORMAL).setOrigin(team, 0);
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this.spellShield = scene.add.existing(new StatBar(scene, this, ssText, 'Spell Shield'));
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this.effects = scene.add.existing(new Effects(scene, team, iter));
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this.effects = scene.add.existing(new Effects(scene, team, iter));
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this.statusText = scene.add.text(statusX, statusY, '', TEXT.NORMAL);
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this.statusText = scene.add.text(statusX, statusY, '', TEXT.NORMAL);
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}
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}
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@ -229,7 +252,7 @@ class CombatCryps extends Phaser.Scene {
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.find(c => c.cryp.id === cryp.id)
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.find(c => c.cryp.id === cryp.id)
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|| renderCryp(cryp, iter, team);
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|| renderCryp(cryp, iter, team);
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crypObj.healthBar.hp = cryp.hp.base;
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crypObj.healthBar.hp = cryp.hp.base;
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crypObj.healthBar.drawHealthBar();
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crypObj.healthBar.drawStatBar();
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crypObj.effects.update(cryp.effects);
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crypObj.effects.update(cryp.effects);
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};
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};
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@ -1,15 +1,15 @@
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const Phaser = require('phaser');
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const Phaser = require('phaser');
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const { POSITIONS: { COMBAT } } = require('./constants');
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const { POSITIONS: { COMBAT } } = require('./constants');
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const CRYP_HEIGHT = COMBAT.height() / 7;
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const CRYP_MARGIN = COMBAT.height() / 4.5;
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const CRYP_WIDTH = COMBAT.width() * 0.2;
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const BOX_HEIGHT = CRYP_MARGIN * 0.8;
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const TEAM_MARGIN = COMBAT.width() * 0.775;
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const BOX_WIDTH = COMBAT.width() * 0.2;
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const Y_PADDING = COMBAT.height() * 0.1;
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class CrypHitBox extends Phaser.GameObjects.Rectangle {
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class CrypHitBox extends Phaser.GameObjects.Rectangle {
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constructor(scene, iter, team, cback) {
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constructor(scene, iter, team, cback) {
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const y = Y_PADDING + iter * (CRYP_HEIGHT + (Y_PADDING * 0.5));
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const y = COMBAT.y() + COMBAT.height() * 0.05 + CRYP_MARGIN * iter;
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super(scene, TEAM_MARGIN * team, y, CRYP_WIDTH, CRYP_HEIGHT, 0x222222);
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super(scene, (COMBAT.width() - BOX_WIDTH) * team, y, BOX_WIDTH, BOX_HEIGHT, 0x222222);
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this.setOrigin(0);
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this.setOrigin(0);
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this.clickHandler = () => cback();
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this.clickHandler = () => cback();
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}
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}
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@ -100,7 +100,6 @@ class Combat extends Phaser.Scene {
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}
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}
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addLeaveGame() {
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addLeaveGame() {
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const leaveGame = () => this.cleanUp();
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const leaveGame = () => this.cleanUp();
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this.input.keyboard.on('keydown_BACKSPACE', leaveGame, 0, this);
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this.input.keyboard.on('keydown_BACKSPACE', leaveGame, 0, this);
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const buttonProps = {
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const buttonProps = {
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@ -69,7 +69,7 @@ function rgbToHex(rgb) {
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class BoxEffect extends Phaser.GameObjects.Graphics {
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class BoxEffect extends Phaser.GameObjects.Graphics {
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constructor(scene, x, y, width, height, colour, tag) {
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constructor(scene, x, y, width, height, colour, tag) {
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super(scene, x, y, width, height);
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super(scene);
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this.tag = tag;
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this.tag = tag;
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this.customPipeline = scene.game.renderer.addPipeline(tag, new CustomPipeline(scene.game));
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this.customPipeline = scene.game.renderer.addPipeline(tag, new CustomPipeline(scene.game));
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this.customPipeline.setFloat2('resolution', 1600, 1000);
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this.customPipeline.setFloat2('resolution', 1600, 1000);
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