move skill into combat text
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@ -40,7 +40,7 @@
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.combat-text {
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left: 15%;
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top: 60%;
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top: 40%;
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}
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}
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@ -158,6 +158,11 @@
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.combat-text {
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position: absolute;
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z-index: 10;
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svg {
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display: inline;
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height: 1em;
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margin-right: 0.1em
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}
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span {
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background-color: black;
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}
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@ -214,7 +219,7 @@
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}
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&.ko-transition {
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animation: target-ko 1s ease-in-out 0s 1;
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animation: target-ko 1.1s ease-in-out 0s 1;
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}
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&.ko {
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@ -128,11 +128,11 @@ function getText(resolution) {
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let { amount } = event;
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let css = '';
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if (colour === 'Green') {
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css = 'green-damage';
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css = 'green';
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amount *= -1;
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}
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if (colour === 'Red') css = 'red-damage';
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if (colour === 'Blue') css = 'blue-damage';
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if (colour === 'Red') css = 'red';
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if (colour === 'Blue') css = 'blue';
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const mitigationText = mitigation
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? `(${mitigation})`
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@ -142,7 +142,7 @@ function getText(resolution) {
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if (type === 'Healing') {
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const { amount, overhealing } = event;
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return { text: `${amount} (${overhealing} OH)`, css: 'green-damage' };
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return { text: `${amount} (${overhealing} OH)`, css: 'green' };
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}
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if (type === 'Inversion') {
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@ -160,9 +160,9 @@ function getText(resolution) {
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if (type === 'Recharge') {
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const { red, blue } = event;
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if (red > 0 && blue > 0) return { text: [`+${red}R +${blue}B`, ''], css: 'rb-damage' };
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if (red > 0) return { text: [`+${red}R`, ''], css: 'red-damage' };
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if (blue > 0) return { text: [`+${blue}B`, ''], css: 'blue-damage' };
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if (red > 0 && blue > 0) return { text: [`+${red}R +${blue}B`, ''], css: 'rb' };
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if (red > 0) return { text: [`+${red}R`, ''], css: 'red' };
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if (blue > 0) return { text: [`+${blue}B`, ''], css: 'blue' };
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return nullText;
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}
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@ -178,12 +178,14 @@ function getText(resolution) {
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const { green, red, blue } = resolution.target;
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const { text, css, effects } = generatePostSkill();
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const skill = resolution.event[1] ? resolution.event[1].skill : null;
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return {
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css,
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text,
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effects,
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life: { green, red, blue },
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constructId: resolution.target.id,
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skill,
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};
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}
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@ -4,9 +4,6 @@ const anime = require('animejs').default;
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const { connect } = require('preact-redux');
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const { TIMES } = require('../../constants');
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const { randomPoints } = require('../../utils');
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const duration = TIMES.TARGET_DURATION_MS;
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const addState = connect(
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function receiveState(state) {
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@ -95,17 +92,17 @@ class Slay extends Component {
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this.animations.push(anime({
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targets: '#slay',
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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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{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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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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delay: TIMES.TARGET_DURATION_MS + TIMES.POST_SKILL_DURATION_MS * 0.2,
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duration: TIMES.POST_SKILL_DURATION_MS * 0.3,
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}],
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translateY: 0,
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translateX: 0,
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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: (TIMES.TARGET_DURATION_MS * 0.5),
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easing: 'easeInQuad',
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}));
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@ -113,15 +110,15 @@ class Slay extends Component {
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targets: ['#slayFilter feTurbulence', '#slayFilter feDisplacementMap'],
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baseFrequency: 10,
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scale: 100,
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delay: (TIMES.TARGET_DELAY_MS + duration * 1 / 2),
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duration: (duration * 1 / 2),
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delay: (TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS * 0.5),
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duration: (TIMES.TARGET_DURATION_MS * 0.5),
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easing: 'easeInQuad',
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}));
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this.animations.push(anime({
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targets: '#sword',
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opacity: 0,
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delay: (TIMES.TARGET_DELAY_MS + duration + TIMES.POST_SKILL_DURATION_MS * 0.7),
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delay: (TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS),
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}));
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const projectiles = document.querySelectorAll('#slay circle');
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@ -130,7 +127,7 @@ class Slay extends Component {
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targets: proj,
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cx: Math.random() * 250 + 25,
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cy: Math.random() * 200 - 100,
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delay: (TIMES.TARGET_DELAY_MS + duration + TIMES.POST_SKILL_DURATION_MS * 0.7),
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delay: (TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS + TIMES.POST_SKILL_DURATION_MS * 0.2),
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duration: (TIMES.POST_SKILL_DURATION_MS * 0.3),
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easing: 'easeInQuad',
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}));
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@ -4,7 +4,7 @@ const preact = require('preact');
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const range = require('lodash/range');
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const reactStringReplace = require('react-string-replace');
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const { STATS } = require('../utils');
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const { STATS, removeTier } = require('../utils');
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const { ConstructAvatar, ConstructText } = require('./construct');
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const shapes = require('./shapes');
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const { INFO } = require('./../constants');
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@ -12,19 +12,38 @@ const actions = require('../actions');
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const SkillBtn = require('./skill.btn');
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const addStateText = connect(
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function receiveState(state) {
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const { animText } = state;
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return { animText };
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}
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);
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const addStateText = connect(({ animText, itemInfo }) => ({ animText, itemInfo }));
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function combatText(props) {
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const { construct, animText } = props;
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const text = animText && animText.constructId === construct.id
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? <h1 class="combat-text"><span>{animText.text}</span></h1>
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: null;
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return text;
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class combatText extends preact.Component {
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shouldComponentUpdate(newProps) {
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if (newProps.animText !== this.props.animText) return true;
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return false;
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}
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render(props) {
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const { construct, animText, itemInfo } = props;
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if (animText && animText.constructId === construct.id) {
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const itemSource = itemInfo.combos.filter(c => c.item === removeTier(animText.skill));
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const itemSourceInfo = itemSource.length
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? `${itemSource[0].components[0]} ${itemSource[0].components[1]} ${itemSource[0].components[2]}`
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: false;
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const itemRegEx = /(Red|Blue|Green)/;
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const itemSourceDescription = reactStringReplace(itemSourceInfo, itemRegEx, match => shapes[match]());
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return (
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<div class="combat-text">
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<h2>
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<span>{animText.skill}</span>
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</h2>
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<span>{itemSourceDescription}</span>
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<h1 class={animText.css}>
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<span>{animText.text}</span>
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</h1>
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</div>
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);
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}
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return null;
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}
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}
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const ConstructAnimationText = addStateText(combatText);
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@ -137,6 +156,7 @@ class GameConstruct extends Component {
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const koEvent = animText ? animText.text === 'KO!' && animText.constructId === construct.id : false;
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const ko = construct.green_life.value === 0 && !koEvent ? 'ko' : '';
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const classes = eventClasses(animating, animFocus, construct, animText);
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const cssClass = ['ko-transition', 'unfocus'].includes(classes) ? classes : null;
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const stats = ['RedLife', 'GreenLife', 'BlueLife'].map((s, j) => (
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<div key={j} alt={STATS[s].stat}>
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@ -187,7 +207,7 @@ class GameConstruct extends Component {
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setTutorialGameClear(activeSkill, tutorialGame);
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}}
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style={ activeSkill ? { cursor: 'pointer' } : {}}
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class={`game-construct ${ko} ${classes}`} >
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class={`game-construct ${ko} ${cssClass}`}>
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<div class="left">
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{crypSkills}
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{effectBox()}
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@ -81,21 +81,7 @@ class TargetSvg extends Component {
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// resolutions happening
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// just put skill name up
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if (animating) {
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if (!animSkill) return false;
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const itemSource = itemInfo.combos.filter(c => c.item === removeTier(animSkill));
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const itemSourceInfo = itemSource.length
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? `${itemSource[0].components[0]} ${itemSource[0].components[1]} ${itemSource[0].components[2]}`
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: false;
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const itemRegEx = /(Red|Blue|Green)/;
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const itemSourceDescription = reactStringReplace(itemSourceInfo, itemRegEx, match => shapes[match]());
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return (
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<div class="resolving-skill">
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<h1>{animSkill}</h1>
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<div>{itemSourceDescription}</div>
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</div>
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);
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}
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if (animating) return false;
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const playerTeam = game.players.find(t => t.id === account.id);
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const otherTeam = game.players.find(t => t.id !== account.id);
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@ -3,7 +3,7 @@ const preact = require('preact');
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const SOURCE_DURATION_MS = 1000; // Time for SOURCE ONLY
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const TARGET_DELAY_MS = 500; // Used for Source + Target
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const TARGET_DURATION_MS = 1500; // Time for TARGET ONLY
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const POST_SKILL_DURATION_MS = 1000; // Time for all POST
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const POST_SKILL_DURATION_MS = 1100; // Time for all POST
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const SOURCE_AND_TARGET_TOTAL_DURATION = TARGET_DELAY_MS + TARGET_DURATION_MS; // SOURCE + TARGET time
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module.exports = {
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