Merge branch 'develop' of ssh://git.mnml.gg:40022/~/mnml into develop
This commit is contained in:
commit
660607dc60
@ -1,8 +1,14 @@
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require('./assets/styles/styles.less');
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require('./assets/styles/styles.mobile.css');
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require('./assets/styles/menu.less');
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require('./assets/styles/nav.less');
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require('./assets/styles/footer.less');
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require('./assets/styles/account.less');
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require('./assets/styles/controls.less');
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require('./assets/styles/instance.less');
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require('./assets/styles/vbox.less');
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require('./assets/styles/game.less');
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require('./assets/styles/player.less');
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require('./assets/styles/styles.mobile.css');
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require('./assets/styles/instance.mobile.css');
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require('./assets/styles/game.css');
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// kick it off
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require('./src/animations.test.jsx');
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@ -93,6 +93,18 @@ dl {
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"main ctrl";
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padding: 0.5em 1em;
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&.animations-test {
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grid-template-columns: 1fr 9fr 1fr;
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grid-template-areas:
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"nav hdr ctrl"
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"nav main ctrl"
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"nav main ctrl";
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nav {
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display: initial;
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}
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}
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}
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main {
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@ -6,6 +6,7 @@ const eachSeries = require('async/eachSeries');
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const actions = require('./actions');
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const { TIMES } = require('./constants');
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const animations = require('./animations.utils');
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const { removeTier } = require('./utils');
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const SOCKET_URL = process.env.NODE_ENV === 'production' ? 'wss://mnml.gg/api/ws' : 'ws://localhost/api/ws';
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@ -28,6 +29,7 @@ function createSocket(store) {
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if (animating) return false;
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store.dispatch(actions.setAnimating(true));
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// stop fetching the game state til animations are done
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return eachSeries(newRes, (r, cb) => {
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if (['Disable', 'TargetKo'].includes(r.event[0])) return cb();
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@ -37,15 +39,14 @@ function createSocket(store) {
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const timeout = animations.getTime(sequence);
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const anims = animations.getObjects(r, sequence, game, account);
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const text = animations.getText(r, sequence);
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store.dispatch(actions.setAnimFocus(animations.getFocusTargets(r, game)));
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store.dispatch(actions.setAnimFocus(animations.getFocusTargets(r)));
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if (sequence.includes('START_SKILL')) store.dispatch(actions.setAnimSource(anims.animSource));
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if (sequence.includes('END_SKILL')) {
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if (sequence.includes('START_SKILL') && anims.animSource) store.dispatch(actions.setAnimSource(anims.animSource));
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if (sequence.includes('END_SKILL') && anims.animTarget) {
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store.dispatch(actions.setAnimTarget(anims.animTarget));
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if (!['Banish', 'Invert'].includes(anims.animTarget.skill)) store.dispatch(actions.setAnimCb(cb));
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if (!['Banish', 'Invert'].includes(removeTier(anims.animTarget.skill))) store.dispatch(actions.setAnimCb(cb));
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}
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if (sequence.includes('POST_SKILL')) {
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if (sequence.includes('POST_SKILL' && text)) {
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// timeout to prevent text classes from being added too soon
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setTimeout(
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() => store.dispatch(actions.setAnimText(text)),
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@ -58,7 +59,7 @@ function createSocket(store) {
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store.dispatch(actions.setAnimText(null));
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store.dispatch(actions.setAnimFocus([]));
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if (!sequence.includes('END_SKILL')
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|| ['Banish', 'Invert'].includes(anims.animTarget.skill)) return cb();
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|| ['Banish', 'Invert'].includes(removeTier(anims.animTarget.skill))) return cb();
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return true;
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}, timeout);
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}, err => {
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@ -70,7 +71,6 @@ function createSocket(store) {
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store.dispatch(actions.setAnimating(false));
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store.dispatch(actions.setSkip(false));
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store.dispatch(actions.setResolution(null));
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// set the game state so resolutions don't fire twice
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store.dispatch(actions.setGame(game));
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@ -55,7 +55,7 @@ document.fonts.load('16pt "Jura"').then(() => {
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const Animations = () => (
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<Provider store={store}>
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<div id="mnml">
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<div id="mnml" class="animations-test">
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<nav>
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{animationsNav(ws)}
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</nav>
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@ -69,24 +69,6 @@ document.fonts.load('16pt "Jura"').then(() => {
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});
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const SKILLS = [
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'Absorb',
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'Absorption',
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'Amplify',
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'Attack',
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'Banish',
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'Bash',
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'Blast',
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'Block',
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'Break',
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'Buff',
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'Chaos',
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'CounterAttack',
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'Counter',
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'Curse',
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'Debuff',
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'Decay',
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'DecayTick',
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'Electrify',
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'Electrocute',
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'ElectrocuteTick',
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'Haste',
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@ -113,4 +95,22 @@ const SKILLS = [
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'Sustain',
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'Triage',
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'TriageTick',
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'Absorb',
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'Absorption',
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'Amplify',
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'Attack',
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'Banish',
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'Bash',
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'Blast',
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'Block',
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'Break',
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'Buff',
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'Chaos',
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'CounterAttack',
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'Counter',
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'Curse',
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'Debuff',
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'Decay',
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'DecayTick',
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'Electrify',
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];
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@ -1,9 +1,9 @@
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const preact = require('preact');
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const { Component } = require('preact');
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const anime = require('animejs').default;
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const { connect } = require('preact-redux');
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const anime = require('animejs').default;
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const { TIMES } = require('../../constants');
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const { TIMES, COLOURS } = require('../../constants');
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const addState = connect(
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function receiveState(state) {
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@ -12,116 +12,74 @@ const addState = connect(
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}
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);
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function laser(dimensions, colour) {
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const { x, y, length } = dimensions;
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return (
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<rect
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width="14"
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height={length}
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x={x}
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y={y}
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fill="url(#grad1)"
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stroke-width="2"
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stroke={colour}
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filter="url(#strikeFilter)"
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/>
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);
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}
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class Strike extends Component {
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constructor(props) {
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super();
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this.team = props.team;
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this.props = props;
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this.animations = [];
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this.colour = props.colour;
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const coord = [0, 50, 100, 150, 200];
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const points = coord.map(pos => ({
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x: pos + Math.random() * 40,
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y: 50 + Math.random() * 100,
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length: 150 + Math.random() * 150,
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}));
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this.charges = points.map(pos => laser(pos, this.colour));
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}
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render() {
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// const { x, y } = (this.props && this.props.direction) || { x: 0, y: 0 };
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// const angle = (Math.atan(y / x) * (180 / Math.PI)) + 90;
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// console.log(x, -y);
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// console.log(angle);
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// can't get this shit to work
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return (
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<svg
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class={'skill-animation'}
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class='strike-anim'
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version="1.1"
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id="strike"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 300 400">
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<defs>
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<radialGradient id="grad1" cx="50%" cy="0%" r="85%" fx="50%" fy="50%">
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<stop offset="0%" style="stop-color:#dba9a9;stop-opacity:0.6" />
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<stop offset="100%" style={`stop-color:${this.colour};stop-opacity:1`} />
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</radialGradient>
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</defs>
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<filter id="strikeFilter">
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<feGaussianBlur stdDeviation="4"/>
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="3" result="turbulence"/>
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<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="A" yChannelSelector="A"/>
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viewBox="0 0 400 400">
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<filter id='strikeFilter'>
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<feTurbulence type="turbulence" baseFrequency="0" numOctaves="1" result="turbulence"></feTurbulence>
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<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="R" yChannelSelector="G"></feDisplacementMap>
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</filter>
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{this.charges}
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<g>
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<rect x="200" y="400"
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width="12" height="100" stroke-width="0" fill={COLOURS.RED} style={{ filter: 'url("#strikeFilter")' }}
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/>
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</g>
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</svg>
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);
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}
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componentDidMount() {
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let rotate = 0; // Self target value
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if (this.props.direction.y) {
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if (!this.props.direction.x) rotate = this.props.direction.y > 0 ? 0 : 180;
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else {
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rotate = this.props.direction.y > 0
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? -Math.atan(this.props.direction.y / this.props.direction.x) * 180 / Math.PI
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: -Math.atan(this.props.direction.y / this.props.direction.x) * 180 / Math.PI + 180;
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}
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} else if (this.props.direction.x) {
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rotate = this.props.direction.x > 0 ? 270 : 90;
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}
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anime.set('#strike', {
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rotate,
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});
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anime.set('#strike', {
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translateY: (window.screen.height) * 0.35 * this.props.direction.y,
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translateX: 0,
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});
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this.animations.push(anime({
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targets: '#strike',
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opacity: [
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{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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],
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easing: 'easeInOutSine',
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targets: ['#strike rect'],
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easing: 'easeOutExpo',
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y: [800, 100, 100],
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x: [200, 0, 200],
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height: [200, 10, 0],
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width: [20, 400, 0],
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delay: TIMES.TARGET_DELAY_MS / 2,
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duration: TIMES.TARGET_DURATION_MS,
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}));
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this.animations.push(anime({
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targets: '#strike',
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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: (TIMES.TARGET_DURATION_MS * 1 / 2),
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easing: 'easeInQuad',
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}));
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this.animations.push(anime({
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targets: '#strikeFilter feDisplacementMap',
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scale: 200,
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loop: false,
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delay: (TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS * 1 / 4),
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easing: 'easeInQuad',
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targets: ['#strikeFilter feTurbulence', '#strikeFilter feDisplacementMap'],
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baseFrequency: 2,
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scale: 50,
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numOctaves: 5,
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easing: 'easeOutSine',
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delay: TIMES.TARGET_DELAY_MS + (TIMES.TARGET_DURATION_MS / 3),
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duration: TIMES.TARGET_DURATION_MS / 2,
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}));
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}
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// this is necessary because
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// skipping / timing / unmounting race conditions
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// can cause the animations to cut short, this will ensure the values are reset
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// because preact will recycle all these components
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componentWillUnmount() {
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for (let i = this.animations.length - 1; i >= 0; i--) {
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this.animations[i].reset();
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}
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this.props.animCb && this.props.animCb();
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}
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}
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module.exports = addState(Strike);
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@ -35,7 +35,7 @@ function testGame(uuid) {
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"constructs": [
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{
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"id": "82e8b940-411c-42a1-8fc2-484ec7207734",
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"img": "8446736d-d682-4588-b8a0-5b7ba53bdb55",
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"img": "b1be1dfe-f8b5-4467-8406-11f22ffb9e95",
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"account": "8552e0bf-340d-4fc8-b6fc-3d56b68fe2a1",
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"red_damage": {
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"base": 256,
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@ -109,7 +109,7 @@ function testGame(uuid) {
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},
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{
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"id": "96ca4a0e-fed2-4ea2-9ec5-ae308f8dde4b",
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"img": "8446736d-d682-4588-b8a0-5b7ba53bdb55",
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"img": "b1be1dfe-f8b5-4467-8406-11f22ffb9e95",
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"account": "8552e0bf-340d-4fc8-b6fc-3d56b68fe2a1",
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"red_damage": {
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"base": 256,
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@ -186,7 +186,7 @@ function testGame(uuid) {
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{
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"id": "ea302c35-d326-475c-a867-8ad5b162165a",
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"account": "8552e0bf-340d-4fc8-b6fc-3d56b68fe2a1",
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"img": "8446736d-d682-4588-b8a0-5b7ba53bdb55",
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"img": "b1be1dfe-f8b5-4467-8406-11f22ffb9e95",
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"red_damage": {
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"base": 256,
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"value": Math.floor(Math.random() * 10000),
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@ -302,7 +302,7 @@ function testGame(uuid) {
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{
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"id": "3aa0f284-1e1b-4054-b38a-b2d50db471bd",
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"account": uuid,
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"img": "8446736d-d682-4588-b8a0-5b7ba53bdb55",
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"img": "b1be1dfe-f8b5-4467-8406-11f22ffb9e95",
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"red_damage": {
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"base": 256,
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"value": Math.floor(Math.random() * 10000),
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@ -389,7 +389,7 @@ function testGame(uuid) {
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{
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"id": "50e5d94e-8ebe-495c-a916-3eb509ff4683",
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"account": uuid,
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"img": "8446736d-d682-4588-b8a0-5b7ba53bdb55",
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"img": "b1be1dfe-f8b5-4467-8406-11f22ffb9e95",
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"red_damage": {
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"base": 256,
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"value": Math.floor(Math.random() * 10000),
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@ -470,7 +470,7 @@ function testGame(uuid) {
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{
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"id": "5d49fe65-27f0-4372-90a3-334ef906a0f5",
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"account": uuid,
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"img": "8446736d-d682-4588-b8a0-5b7ba53bdb55",
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"img": "b1be1dfe-f8b5-4467-8406-11f22ffb9e95",
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"red_damage": {
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"base": 256,
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"value": Math.floor(Math.random() * 10000),
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@ -149,7 +149,7 @@ impl Effect {
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},
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_ => {
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info!("{:?} does not have a mod effect", self);
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warn!("{:?} does not have a mod effect", self);
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return value;
|
||||
},
|
||||
}
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user