misc function changes
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@ -133,31 +133,27 @@ function renderCryp(scene, group, cryp, skills, game, team, iter) {
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return crypSpawn;
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}
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function renderSkills(scene, group, cryp, account, game, team, iter) {
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const nameTextPosition = skillTextPosition(iter, 0);
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function renderSkills(scene, group, cryp, game, team, iter) {
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const skillList = [];
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const nameTextPosition = skillTextPosition(iter, 0);
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const addSkill = (skill, i) => {
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if (i === 0) group.add(scene.add.text(nameTextPosition[0], nameTextPosition[1], cryp.name, TEXT.HEADER));
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const skillTextPos = skillTextPosition(iter, i + 2);
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const skillObj = new CrypSkill(scene, skillTextPos[0], skillTextPos[1], team, skill, cryp);
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group.add(scene.add.existing(skillObj));
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skillList.push(skillObj);
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};
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if (scene.registry.get('resolve')) return true;
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if (game.phase === 'Skill' && cryp.account === account.id) {
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if (game.phase === 'Skill' && cryp.account === scene.account.id) {
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if (cryp.hp.base === 0) return true;
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const crypName = scene.add.text(nameTextPosition[0], nameTextPosition[1], cryp.name, TEXT.HEADER);
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crypName.text = cryp.name;
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cryp.skills.forEach((skill, i) => {
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const skillText = skillTextPosition(iter, i + 2);
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const skillObj = new CrypSkill(scene, skillText[0], skillText[1], team, skill, cryp);
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scene.add.existing(skillObj);
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skillList.push(skillObj);
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group.addMultiple([crypName, skillObj]);
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});
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} else if (game.phase === 'Target' && cryp.account !== account.id) {
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cryp.skills.forEach(addSkill);
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} else if (game.phase === 'Target' && cryp.account !== scene.account.id) {
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const blockSkill = game.stack.find(skill => skill.source_cryp_id === cryp.id);
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// cryp not casting this turn
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if (!blockSkill) return false;
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const crypName = scene.add.text(nameTextPosition[0], nameTextPosition[1], cryp.name, TEXT.HEADER);
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const skillText = skillTextPosition(iter, 2);
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const skillObj = new CrypSkill(scene, skillText[0], skillText[1], team, blockSkill, cryp);
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scene.add.existing(skillObj);
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skillList.push(skillObj);
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group.addMultiple([crypName, skillObj]);
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addSkill(blockSkill, 0);
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}
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return skillList;
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}
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@ -165,9 +161,8 @@ function renderSkills(scene, group, cryp, account, game, team, iter) {
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class DrawCrypTeams extends Phaser.GameObjects.Group {
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constructor(scene, game) {
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super(scene);
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const account = scene.registry.get('account');
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const renderTeam = (cryp, iter, team) => {
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const skillsObj = renderSkills(scene, this, cryp, account, game, team, iter);
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const skillsObj = renderSkills(scene, this, cryp, game, team, iter);
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const crypObj = renderCryp(scene, this, cryp, skillsObj, game, team, iter);
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const addKeys = (game.phase === 'Skill' && !team) || (game.phase === 'Target' && team);
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if (addKeys) scene.crypKeyHandler(crypObj, iter);
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@ -41,16 +41,12 @@ class Combat extends Phaser.Scene {
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this.registry.set('activeSkill', null);
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}
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});
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const logX = COMBAT.LOG.x();
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const logY = COMBAT.LOG.y();
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const logWidth = COMBAT.LOG.width();
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this.skills = new CombatSkills(this);
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this.logIter = 0; this.resolvedIter = 0;
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this.registry.set('resolve', false);
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this.account = this.registry.get('account');
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this.log = this.add.text(logX, logY, '', TEXT.NORMAL);
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this.log.setWordWrapWidth(logWidth);
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this.log = this.add.text(COMBAT.LOG.x(), COMBAT.LOG.y(), '', TEXT.NORMAL);
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this.log.setWordWrapWidth(COMBAT.LOG.width());
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return true;
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}
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@ -58,8 +58,7 @@ function animatePhase(scene, group, game, delay) {
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function combatRender(scene, game, group) {
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const skill = randomSkill();
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const resolved = game.resolved[scene.resolvedIter];
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const account = scene.registry.get('account');
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const target = resolved.source_team_id === account.id;
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const target = resolved.source_team_id === scene.account.id;
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const delay = DELAYS[skill];
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scene.time.delayedCall(DELAYS.MOVE_CREEP, () => {
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scene.skills[skill](target);
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