Merge branch 'master' into armour

This commit is contained in:
ntr 2019-01-11 21:39:38 +11:00
commit 5b07922a3a
2 changed files with 87 additions and 47 deletions

View File

@ -1,12 +1,12 @@
const Phaser = require('phaser');
const { throttle } = require('lodash');
const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
const { POSITIONS: { COMBAT }} = require('./constants');
const CombatLog = require('./combat.log');
const CombatCryps = require('./combat.cryps');
const CombatSkills = require('./combat.skills');
const CombatHitBox = require('./combat.hitbox');
const GlowyBox = require('./elements/box');
const Button = require('./elements/box');
const renderResolutions = require('./combat.render.resolutions');
@ -100,31 +100,20 @@ class Combat extends Phaser.Scene {
}
addLeaveGame() {
this.input.keyboard.on('keydown_BACKSPACE', () => {
this.cleanUp();
}, 0, this);
const boxes = this.add.group({
classType: GlowyBox,
runChildUpdate: true,
});
boxes.add(this.add.existing(new GlowyBox(
this,
COMBAT.width() * 0.8, COMBAT.height() * 0.8, COMBAT.width() * 0.1, COMBAT.height() * 0.1,
[0.7, 0.2, 0], 'leave'
)));
const leaveGame = this.add
.rectangle(COMBAT.width() * 0.8, COMBAT.height() * 0.8,
COMBAT.width() * 0.1, COMBAT.height() * 0.1, 0xff9215, 0x000000)
.setInteractive()
.setOrigin(0)
.on('pointerdown', () => {
this.cleanUp();
});
this.add
.text(leaveGame.getCenter().x, leaveGame.getCenter().y, 'Leave Game', TEXT.HEADER)
.setOrigin(0.5, 0.5);
const leaveGame = () => this.cleanUp();
this.input.keyboard.on('keydown_BACKSPACE', leaveGame, 0, this);
const buttonProps = {
x: COMBAT.width() * 0.8,
y: COMBAT.height() * 0.8,
width: COMBAT.width() * 0.15,
height: COMBAT.height() * 0.1,
colour: [0.7, 0.2, 0],
glTag: 'leave',
bText: 'Leave Game',
callback: leaveGame,
};
this.box = this.add.existing(new Button(this, buttonProps));
}
cleanUp() {

View File

@ -1,4 +1,5 @@
const Phaser = require('phaser');
const { TEXT } = require('.././constants');
const BOX = `
#ifdef GL_ES
@ -18,6 +19,11 @@ uniform vec2 resolution;
uniform vec2 dimensions;
uniform vec2 offset;
uniform vec3 colour;
uniform sampler2D uMainSampler;
varying vec2 outTexCoord;
varying vec4 outTint;
float sdBox( in vec2 p, in vec2 b )
{
@ -37,45 +43,90 @@ void main()
vec3 col = tb * colour - sign(d) * vec3(0.1);
col *= 0.0 + exp(-100.0 * abs(d));
col += colour * 0.8;
vec4 texel = texture2D(uMainSampler, outTexCoord);
texel *= vec4(outTint.rgb * outTint.a, outTint.a);
gl_FragColor = vec4(col, 1.0);
}
`;
const CustomPipeline = new Phaser.Class({
Extends: Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline,
initialize: function CustomPipeline(game) {
Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline.call(this, {
game,
renderer: game.renderer,
fragShader: BOX,
});
},
});
class CustomPipeline extends Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline {
constructor(game) {
super({ game, renderer: game.renderer, fragShader: BOX });
}
}
const GlowyBox = new Phaser.Class({
Extends: Phaser.GameObjects.RenderTexture,
initialize(scene, x, y, width, height, colour, tag) {
Phaser.GameObjects.RenderTexture.call(this, scene, x, y, width, height);
function rgbToHex(rgb) {
const getHex = (c) => {
const hex = Math.floor(c * 255).toString(16);
return hex.length === 1 ? `0${hex}` : hex;
};
return `0x${getHex(rgb[0])}${getHex(rgb[1])}${getHex(rgb[2])}`;
}
class BoxEffect extends Phaser.GameObjects.Graphics {
constructor(scene, x, y, width, height, colour, tag) {
super(scene, x, y, width, height);
this.tag = tag;
this.customPipeline = scene.game.renderer.addPipeline(tag, new CustomPipeline(scene.game));
this.customPipeline.setFloat2('resolution', 1600, 1000);
this.customPipeline.setFloat2('offset', x, y);
this.customPipeline.setFloat2('dimensions', width, height);
this.customPipeline.setFloat3('colour', colour[0], colour[1], colour[2]);
this.setPipeline(tag);
this.bgTime = 10.0;
this.on('pointerdown', () => console.log('grep'));
const radius = height / 2;
this.fillStyle(rgbToHex(colour), 1.0);
this.fillRect(x + radius, y, width - radius * 2, height);
this.fillCircle(x + radius, y + radius, radius);
this.fillCircle(x + width - radius, y + radius, radius);
this.on('destroy', () => {
scene.game.renderer.removePipeline(tag);
});
},
}
activate() {
this.setPipeline(this.tag);
}
deactivate() {
this.resetPipeline();
}
update() {
this.bgTime += 0.05;
this.customPipeline.setFloat1('time', this.bgTime);
},
});
}
}
module.exports = GlowyBox;
class Button extends Phaser.GameObjects.Group {
constructor(scene, props) {
const {
x, y, width, height, colour, glTag, bText, callback,
} = props;
super(scene, { classType: BoxEffect, runChildUpdate: true });
const leaveGame = scene.add
.rectangle(x, y, width, height, 0xaaaaaa, 0xffffff)
.setInteractive()
.setOrigin(0);
const effect = scene.add.existing(new BoxEffect(scene, x, y, width, height, colour, glTag));
this.add(effect);
leaveGame
.on('pointerdown', callback)
.on('pointerover', () => effect.activate())
.on('pointerout', () => effect.deactivate());
this.buttonText = scene.add.text(leaveGame.getCenter().x, leaveGame.getCenter().y, bText, TEXT.HEADER).setOrigin(0.5, 0.5);
}
}
module.exports = Button;