Merge branch 'master' of ssh://cryps.gg:40022/~/cryps
This commit is contained in:
commit
6892a58341
@ -173,20 +173,21 @@ class CombatCryps extends Phaser.GameObjects.Group {
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this.scene = scene;
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this.scene = scene;
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}
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}
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update(game, createCryps) {
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update(game) {
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// Setting gamePhase will stop redraw unless phase changes again
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// Setting gamePhase will stop redraw unless phase changes again
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if (!createCryps) this.clearSkills();
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this.clearSkills();
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// Destroy skills currently shown as the game state has changed
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// Destroy skills currently shown as the game state has changed
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const account = this.scene.registry.get('account');
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const account = this.scene.registry.get('account');
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const allyTeam = game.teams.find(t => t.id === account.id);
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const allyTeam = game.teams.find(t => t.id === account.id);
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// in future there will be more than one
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// in future there will be more than one
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const [enemyTeam] = game.teams.filter(t => t.id !== account.id);
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const [enemyTeam] = game.teams.filter(t => t.id !== account.id);
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const renderTeam = (cryp, iter, team) => {
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const renderTeam = (cryp, iter, team) => {
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const crypObj = createCryps
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const crypObj =
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? renderCryp(this.scene, this, cryp, game, team, iter)
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this.children.entries
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: this.children.entries
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.filter(obj => obj instanceof CrypImage)
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.filter(obj => obj instanceof CrypImage)
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.find(c => c.cryp.id === cryp.id);
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.find(c => c.cryp.id === cryp.id)
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|| renderCryp(this.scene, this, cryp, game, team, iter);
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// Update to health bars wont be needed when dmg taken is done properly
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// Update to health bars wont be needed when dmg taken is done properly
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crypObj.healthbar.hp = cryp.hp.base;
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crypObj.healthbar.hp = cryp.hp.base;
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crypObj.healthbar.drawHealthBar();
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crypObj.healthbar.drawHealthBar();
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@ -63,7 +63,7 @@ class Combat extends Phaser.Scene {
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startGame(game) {
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startGame(game) {
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this.renderedResolves = game.resolved.length; // In case you rejoin mid way
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this.renderedResolves = game.resolved.length; // In case you rejoin mid way
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this.combatCryps = new CombatCryps(this);
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this.combatCryps = new CombatCryps(this);
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this.combatCryps.update(game, true);
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this.combatCryps.update(game);
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this.registry.set('gamePhase', game.phase);
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this.registry.set('gamePhase', game.phase);
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return true;
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return true;
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}
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}
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@ -109,7 +109,7 @@ class Combat extends Phaser.Scene {
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const phaseChange = (this.registry.get('gamePhase') === game.phase);
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const phaseChange = (this.registry.get('gamePhase') === game.phase);
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if (phaseChange) return false;
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if (phaseChange) return false;
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this.registry.set('gamePhase', game.phase);
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this.registry.set('gamePhase', game.phase);
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this.combatCryps.update(game, false);
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this.combatCryps.update(game);
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// Game over?
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// Game over?
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@ -185,9 +185,9 @@ function createSocket(events) {
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});
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});
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if (!account) events.loginPrompt();
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if (!account) events.loginPrompt();
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if (process.env.NODE_ENV !== 'production') {
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// if (process.env.NODE_ENV !== 'production') {
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send({ method: 'account_login', params: { name: 'ntr', password: 'grepgrepgrep' } });
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// send({ method: 'account_login', params: { name: 'ntr', password: 'grepgrepgrep' } });
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}
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// }
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return true;
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return true;
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});
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});
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@ -11,6 +11,8 @@
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* notifications
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* notifications
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* rejoin in progress games
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* skills
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* skills
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* check cryp status when resolving skills
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* check cryp status when resolving skills
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* ko / stun / silence etc prevent effect
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* ko / stun / silence etc prevent effect
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