Moved stat bar into components
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e0660c31a3
commit
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@ -1,27 +1,19 @@
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const Phaser = require('phaser');
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const genAvatar = require('./avatar');
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const StatBar = require('./elements/statbar');
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const { DELAYS, TEXT, POSITIONS: { COMBAT }, COLOURS } = require('./constants');
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const { DELAYS, TEXT, POSITIONS: { COMBAT } } = require('./constants');
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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 healthBarDimensions = (team, iter, margin) => {
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const healthBarWidth = COMBAT.width() * 0.07;
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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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};
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const crypAvatarText = (team, iter) => {
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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 healthX = team ? COMBAT.width() - COMBAT.width() * 0.075 : COMBAT.width() * 0.075;
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const healthY = COMBAT.y() + TEXT_MARGIN + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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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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return { statusX, statusY, nameX, nameY, healthX, healthY };
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return { statusX, statusY, nameX, nameY };
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};
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const crypEffects = (team, iter) => {
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@ -37,69 +29,6 @@ const crypPosition = (team, iter) => {
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};
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class StatBar extends Phaser.GameObjects.Graphics {
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constructor(scene, cryp, crypStatText, type) {
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super(scene);
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this.crypObj = cryp;
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this.type = type;
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this.statText = crypStatText;
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if (type === 'HP') {
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this.val = this.crypObj.cryp.hp.base;
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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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drawStatBar() {
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this.clear();
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const {
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healthBarX, healthBarY, healthBarWidth, healthBarHeight,
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} = healthBarDimensions(this.crypObj.team, this.crypObj.iter, this.margin);
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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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this.fillStyle(COLOURS.BLACK);
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this.fillRect(healthBarX, healthBarY, healthBarWidth, healthBarHeight);
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// White fill
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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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// Fill the health bar
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const healthPercentage = this.val / this.max;
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if (healthPercentage < 0.3) {
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this.fillStyle(COLOURS.RED);
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} else if (healthPercentage < 0.65) {
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this.fillStyle(COLOURS.YELLOW);
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} else {
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this.fillStyle(0x00ff00); // str8 up green
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}
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const healthWidth = Math.floor(healthBarWidth * healthPercentage);
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this.fillRect(healthBarX + 2, healthBarY + 2, healthWidth - 4, healthBarHeight - 4);
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}
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takeDamage(value) {
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if (value > 0) {
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this.val = (value >= this.val) ? 0 : this.val -= value;
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} else {
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this.val = (this.val - value > this.max) ? this.max : this.val -= value;
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}
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if (this.val === 0) this.crypObj.setKo();
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this.drawStatBar();
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}
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}
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class Effects extends Phaser.GameObjects.Group {
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constructor(scene, team, iter) {
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super(scene);
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@ -138,9 +67,7 @@ class CrypImage extends Phaser.GameObjects.Image {
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constructor(scene, team, iter, cryp) {
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// Get coords
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const { crypAvatarX, crypAvatarY } = crypPosition(team, iter);
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const {
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statusX, statusY, nameX, nameY, healthX, healthY,
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} = crypAvatarText(team, iter);
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const { statusX, statusY, nameX, nameY } = crypAvatarText(team, iter);
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// Cryp display
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// const avatar = team ? 'magmar' : 'alk';
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@ -157,17 +84,11 @@ class CrypImage extends Phaser.GameObjects.Image {
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this.state = 'deselect';
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// Add cryp name
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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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const healthText = scene.add.text(healthX, healthY, '', TEXT.NORMAL).setOrigin(team, 0);
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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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// Add cryp stat bars
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this.healthBar = scene.add.existing(new StatBar(scene, this, 'HP'));
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this.armour = scene.add.existing(new StatBar(scene, this, 'Armour'));
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this.evasion = scene.add.existing(new StatBar(scene, this, 'Evasion'));
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this.spellShield = scene.add.existing(new StatBar(scene, this, 'Spell Shield'));
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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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86
client/src/scenes/elements/combat.statbar.js
Normal file
86
client/src/scenes/elements/combat.statbar.js
Normal file
@ -0,0 +1,86 @@
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const Phaser = require('phaser');
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const { TEXT, POSITIONS: { COMBAT }, COLOURS } = require('.././constants');
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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 statBarDimensions = (team, iter, margin) => {
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const statBarWidth = COMBAT.width() * 0.07;
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const statBarHeight = TEXT_MARGIN / 1.5;
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const statBarX = (COMBAT.width() - statBarWidth) * team;
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const statBarY = COMBAT.y() + TEXT_MARGIN * (margin + 1) + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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return { statBarX, statBarY, statBarWidth, statBarHeight };
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};
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const statTextCoord = (team, iter, margin) => {
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const statTextX = team ? COMBAT.width() - COMBAT.width() * 0.075 : COMBAT.width() * 0.075;
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const statTextY = COMBAT.y() + TEXT_MARGIN * (margin + 1) + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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return { statTextX, statTextY };
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};
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class StatBar extends Phaser.GameObjects.Graphics {
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constructor(scene, cryp, type) {
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super(scene);
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this.crypObj = cryp;
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this.type = type;
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if (type === 'HP') {
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this.val = this.crypObj.cryp.hp.base;
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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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const { statTextX, statTextY } = statTextCoord(cryp.team, cryp.iter, this.margin);
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this.statText = scene.add.text(statTextX, statTextY, '', TEXT.NORMAL).setOrigin(cryp.team, 0);
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this.drawStatBar();
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}
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drawStatBar() {
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this.clear();
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const {
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statBarX, statBarY, statBarWidth, statBarHeight,
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} = statBarDimensions(this.crypObj.team, this.crypObj.iter, this.margin);
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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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this.fillStyle(COLOURS.BLACK);
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this.fillRect(statBarX, statBarY, statBarWidth, statBarHeight);
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// White fill
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this.fillStyle(COLOURS.WHITE);
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this.fillRect(statBarX + 2, statBarY + 2, statBarWidth - 4, statBarHeight - 4);
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// Fill the health bar
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const statPercentage = this.val / this.max;
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if (statPercentage < 0.3) {
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this.fillStyle(COLOURS.RED);
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} else if (statPercentage < 0.65) {
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this.fillStyle(COLOURS.YELLOW);
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} else {
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this.fillStyle(0x00ff00); // str8 up green
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}
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const statWidth = Math.floor(statBarWidth * statPercentage);
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this.fillRect(statBarX + 2, statBarY + 2, statWidth, statBarHeight - 4);
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}
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takeDamage(value) {
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if (value > 0) {
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this.val = (value >= this.val) ? 0 : this.val -= value;
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} else {
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this.val = (this.val - value > this.max) ? this.max : this.val -= value;
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}
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if (this.val === 0) this.crypObj.setKo();
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this.drawStatBar();
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}
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}
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module.exports = StatBar;
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