Added glowy box to combat scene as a test 'ok_hand'
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266fc84c16
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4d79f987d3
@ -6,6 +6,7 @@ const CombatLog = require('./combat.log');
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const CombatCryps = require('./combat.cryps');
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const CombatSkills = require('./combat.skills');
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const CombatHitBox = require('./combat.hitbox');
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const GlowyBox = require('./elements/box');
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const renderResolutions = require('./combat.render.resolutions');
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@ -28,20 +29,7 @@ class Combat extends Phaser.Scene {
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console.log('creating game');
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this.registry.events.off('changedata', this.updateData);
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this.registry.events.on('changedata', this.updateData, this);
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this.input.keyboard.on('keydown_BACKSPACE', () => {
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this.cleanUp();
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}, 0, this);
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const leaveGame = this.add
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.rectangle(COMBAT.width() * 0.8, COMBAT.height() * 0.8, COMBAT.width() * 0.1, COMBAT.height() * 0.1, 0xff9215)
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.setInteractive()
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.setOrigin(0)
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.on('pointerdown', () => {
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this.cleanUp();
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});
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this.add
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.text(leaveGame.getCenter().x, leaveGame.getCenter().y, 'Leave Game', TEXT.HEADER)
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.setOrigin(0.5, 0.5);
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this.addLeaveGame();
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this.registry.set('gamePhase', false);
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this.registry.set('inGame', true);
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@ -111,6 +99,34 @@ class Combat extends Phaser.Scene {
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return true;
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}
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addLeaveGame() {
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this.input.keyboard.on('keydown_BACKSPACE', () => {
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this.cleanUp();
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}, 0, this);
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const boxes = this.add.group({
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classType: GlowyBox,
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runChildUpdate: true,
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});
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boxes.add(this.add.existing(new GlowyBox(
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this,
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COMBAT.width() * 0.8, COMBAT.height() * 0.8, COMBAT.width() * 0.1, COMBAT.height() * 0.1,
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[0.7, 0.2, 0], 'leave'
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)));
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const leaveGame = this.add
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.rectangle(COMBAT.width() * 0.8, COMBAT.height() * 0.8,
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COMBAT.width() * 0.1, COMBAT.height() * 0.1, 0xff9215, 0x000000)
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.setInteractive()
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.setOrigin(0)
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.on('pointerdown', () => {
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this.cleanUp();
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});
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this.add
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.text(leaveGame.getCenter().x, leaveGame.getCenter().y, 'Leave Game', TEXT.HEADER)
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.setOrigin(0.5, 0.5);
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}
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cleanUp() {
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this.registry.events.off('changedata', this.updateData, this);
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this.registry.events.off('setdata', this.updateData, this);
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81
client/src/scenes/elements/box.js
Normal file
81
client/src/scenes/elements/box.js
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@ -0,0 +1,81 @@
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const Phaser = require('phaser');
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const BOX = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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#extension GL_OES_standard_derivatives : enable
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#ifdef GL_ES
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precision mediump float;
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#endif
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#extension GL_OES_standard_derivatives : enable
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uniform float time;
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uniform vec2 resolution;
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uniform vec2 dimensions;
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uniform vec2 offset;
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uniform vec3 colour;
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float sdBox( in vec2 p, in vec2 b )
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{
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vec2 d = abs(p)-b;
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return length(max(d,vec2(0))) + min(max(d.x,d.y),0.0);
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}
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void main()
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{
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vec2 p = (gl_FragCoord.xy / resolution.xy);
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p.x -= offset.x / resolution.x + dimensions.x / (2.0 * resolution.x);
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p.y -= -1.0 * offset.y / resolution.y + ((resolution.y - dimensions.y) / (2.0 * resolution.y)) + 0.5;
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vec2 dim = 0.5 * dimensions / resolution.xy;
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float d = sdBox(p, dim);
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float tb = abs(sin(time)) + 0.9;
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vec3 col = tb * colour - sign(d) * vec3(0.1);
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col *= 0.0 + exp(-100.0 * abs(d));
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gl_FragColor = vec4(col,1.0);
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}
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`;
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const CustomPipeline = new Phaser.Class({
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Extends: Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline,
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initialize: function CustomPipeline(game) {
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Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline.call(this, {
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game,
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renderer: game.renderer,
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fragShader: BOX,
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});
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},
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});
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const GlowyBox = new Phaser.Class({
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Extends: Phaser.GameObjects.RenderTexture,
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initialize(scene, x, y, width, height, colour, tag) {
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Phaser.GameObjects.RenderTexture.call(this, scene, x, y, width, height);
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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('offset', x, y);
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this.customPipeline.setFloat2('dimensions', width, height);
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this.customPipeline.setFloat3('colour', colour[0], colour[1], colour[2]);
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this.setPipeline(tag);
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this.bgTime = 10.0;
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this.on('pointerdown', () => console.log('grep'));
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this.on('destroy', () => {
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scene.game.renderer.removePipeline(tag);
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});
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},
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update() {
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this.bgTime += 0.05;
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this.customPipeline.setFloat1('time', this.bgTime);
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},
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});
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module.exports = GlowyBox;
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@ -39,7 +39,8 @@ class MenuCrypList extends Phaser.Scene {
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if (this.crypRows) this.crypRows.destroy(true);
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this.crypRows = this.add.group();
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// We only display 3 cryps others can be viewed in cryp list (soon TM)
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for (let i = 0; i < 3; i += 1) {
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const crypDispLength = cryps.length < 3 ? cryps.length : 3;
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for (let i = 0; i < crypDispLength; i += 1) {
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const cryp = cryps[i];
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const ROW_X = 0;
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const ROW_Y = (i * ROW_HEIGHT);
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