select cryp names
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@ -44,6 +44,18 @@ class CrypName extends Phaser.GameObjects.Text {
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constructor(scene, x, y, cryp) {
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constructor(scene, x, y, cryp) {
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super(scene, x, y, cryp.name, TEXT.HEADER);
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super(scene, x, y, cryp.name, TEXT.HEADER);
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}
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}
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select() {
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this.setTint(0x00ff00);
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}
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activate() {
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this.setTint(0xff0000);
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}
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deselect() {
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this.clearTint();
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}
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}
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}
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class CrypSkill extends Phaser.GameObjects.Text {
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class CrypSkill extends Phaser.GameObjects.Text {
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@ -152,7 +164,8 @@ class CombatSkills extends Phaser.Scene {
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const namePos = skillTextPosition(i, 0);
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const namePos = skillTextPosition(i, 0);
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// Draw the cryp name
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// Draw the cryp name
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this.add.existing(new CrypName(this, namePos[0], namePos[1], cryp));
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const crypName = new CrypName(this, namePos[0], namePos[1], cryp);
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this.add.existing(crypName);
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// return early if KOd
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// return early if KOd
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if (cryp.hp.base === 0) return true;
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if (cryp.hp.base === 0) return true;
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@ -160,7 +173,7 @@ class CombatSkills extends Phaser.Scene {
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// draw the skills
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// draw the skills
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const skillButtons = cryp.skills.map((skill, j) => addSkill(i, j, skill, cryp));
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const skillButtons = cryp.skills.map((skill, j) => addSkill(i, j, skill, cryp));
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const bindCrypKeys = () => this.mapSkillKeys(skillButtons, game.id, cryp.id, team.id, enemyTeam.id, i);
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const bindCrypKeys = () => this.mapSkillKeys(skillButtons, crypName, game.id, cryp.id, team.id, enemyTeam.id, i);
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// reset everything
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// reset everything
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keyboard.on('keydown_ESC', bindCrypKeys, this);
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keyboard.on('keydown_ESC', bindCrypKeys, this);
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@ -173,7 +186,7 @@ class CombatSkills extends Phaser.Scene {
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return true;
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return true;
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}
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}
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mapSkillKeys(skillButtons, gameId, crypId, alliesId, enemyId, i) {
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mapSkillKeys(skillButtons, crypName, gameId, crypId, alliesId, enemyId, i) {
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const { keyboard } = this.input;
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const { keyboard } = this.input;
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// deselect any currently active button
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// deselect any currently active button
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@ -181,6 +194,10 @@ class CombatSkills extends Phaser.Scene {
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this.activeSkill.deselect();
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this.activeSkill.deselect();
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}
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}
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if (this.activeName) {
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this.activeName.deselect();
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}
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keyboard.removeListener(CRYP_KEY_MAP[i]);
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keyboard.removeListener(CRYP_KEY_MAP[i]);
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keyboard.on(CRYP_KEY_MAP[i], () => {
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keyboard.on(CRYP_KEY_MAP[i], () => {
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@ -189,8 +206,13 @@ class CombatSkills extends Phaser.Scene {
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// deselect any currently active button
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// deselect any currently active button
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if (this.activeSkill) {
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if (this.activeSkill) {
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this.activeSkill.deselect();
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this.activeSkill.deselect();
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this.activeName.deselect();
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}
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}
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crypName.select();
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console.log(crypName);
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this.activeName = crypName;
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skillButtons.forEach((button, j) => {
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skillButtons.forEach((button, j) => {
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keyboard.on(SKILL_KEY_MAP[j], () => {
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keyboard.on(SKILL_KEY_MAP[j], () => {
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this.activeSkill = button;
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this.activeSkill = button;
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