anim fixes
This commit is contained in:
parent
870940957f
commit
7ed13aa9db
@ -5,7 +5,7 @@ const AttackCharge = require('./anims/attack.charge');
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const Amplify = require('./anims/amplify');
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const Blast = require('./anims/blast');
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const banish = require('./anims/banish');
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const Banish = require('./anims/banish');
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const Bash = require('./anims/bash');
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const Block = require('./anims/block');
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const Buff = require('./anims/buff');
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@ -20,14 +20,14 @@ const Hex = require('./anims/hex');
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const Strike = require('./anims/strike');
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const Parry = require('./anims/parry');
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const Chaos = require('./anims/chaos');
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const invert = require('./anims/invert');
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const Invert = require('./anims/invert');
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const Slay = require('./anims/slay');
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const Siphon = require('./anims/siphon');
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const SiphonTick = require('./anims/siphon.tick');
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// const Test = require('./anims/test');
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const { removeTier, getCombatText } = require('../utils');
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const { removeTier } = require('../utils');
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const colours = {
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red: '#a52a2a',
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@ -98,7 +98,7 @@ function animations(props) {
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switch (skill) {
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case 'Attack': return <Strike id={construct.id} team={player} colour={colours.white}/>;
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case 'Amplify': return <Amplify/>;
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case 'Banish': return banish(construct.id);
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case 'Banish': return <Banish id={construct.id} />;
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case 'Bash': return <Bash />;
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case 'Block': return <Block />;
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case 'Buff': return <Buff />;
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@ -114,7 +114,7 @@ function animations(props) {
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case 'Hex': return <Hex />;
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case 'Haste': return <Haste />;
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case 'Parry': return <Parry team={player} />;
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case 'Invert': return invert(construct.id);
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case 'Invert': return <Invert id={construct.id} />
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case 'Siphon': return <Siphon id={construct.id} team={player} />;
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case 'SiphonTick': return <SiphonTick id={construct.id} team={player} />;
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case 'Stun': return <Stun />;
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@ -35,8 +35,8 @@ class Amplify extends Component {
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this.animations.push(anime({
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targets: ['#amplify'],
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opacity: [
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{ value: 1, delay: TIMES.TARGET_FADE_IN_DELAY, duration: TIMES.TARGET_FADE_IN_DURATION },
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{ value: 0, delay: TIMES.TARGET_FADE_OUT_DELAY, duration: TIMES.FADE_OUT_DURATION },
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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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}));
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@ -47,8 +47,8 @@ class Amplify extends Component {
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stroke: ['#3498db', '#a52a2a'],
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easing: 'easeInOutSine',
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.TARGET_DURATION_MS,
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delay: TIMES.TARGET_FADE_IN_DELAY,
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}));
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this.animations.push(anime({
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@ -57,8 +57,8 @@ class Amplify extends Component {
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scale: 4,
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easing: 'easeInOutExpo',
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.TARGET_DURATION_MS,
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delay: TIMES.TARGET_FADE_IN_DELAY,
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}));
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}
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@ -1,19 +1,45 @@
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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 { TIMES } = require('../../constants');
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// shamelessly lifted from teh anime docs
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// https://animejs.com/documentation/#svgAttr
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function banish(id) {
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anime({
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targets: [document.getElementById(id)],
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scaleY: 0,
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fill: '#fff',
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easing: 'easeOutElastic',
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.TARGET_DURATION_MS + TIMES.POST_SKILL_DURATION_MS,
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});
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class Banish extends Component {
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constructor(props) {
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super();
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this.id = props.id;
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this.animations = [];
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}
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module.exports = banish;
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render() {
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// Need this so unmount triggers
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return <svg id='invert'></svg>;
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}
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componentDidMount() {
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this.animations.push(anime({
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targets: [document.getElementById(this.id)],
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scaleY: 0,
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fill: '#fff',
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easing: 'easeOutElastic',
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.TARGET_DURATION_MS * 0.5,
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direction: 'alternate',
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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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}
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}
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module.exports = Banish;
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@ -39,8 +39,8 @@ class Bash extends Component {
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this.animations.push(anime({
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targets: ['#bash'],
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opacity: [
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{ value: 1, delay: TIMES.TARGET_FADE_IN_DELAY, duration: TIMES.TARGET_FADE_IN_DURATION },
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{ value: 0, delay: TIMES.TARGET_MAIN_DURATION - 500, duration: TIMES.FADE_OUT_DURATION },
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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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}));
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@ -27,10 +27,9 @@ class AttackCharge 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.colour = props.colour;
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this.colour = '#00aabb';
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this.animations = [];
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const points = randomPoints(8, 60, { x: 0, y: 0, width: 300, height: 400 });
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this.charges = points.map(coord => projectile(coord[0], coord[1], 20, this.colour));
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this.charges = points.map(coord => projectile(coord[0], coord[1], 20, '#00aabb'));
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}
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render() {
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@ -45,7 +44,7 @@ class AttackCharge extends Component {
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<defs>
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<radialGradient id="grad1" cx="50%" cy="50%" r="70%" fx="50%" fy="50%">
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<stop offset="0%" style="stop-color:rgb(255,255,255);stop-opacity:0.6" />
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<stop offset="100%" style={`stop-color:${this.colour};stop-opacity:1`} />
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<stop offset="100%" style={'stop-color:#00aabb;stop-opacity:1'} />
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</radialGradient>
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</defs>
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<filter id="explosion">
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@ -71,8 +70,17 @@ class AttackCharge extends Component {
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}
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anime.set('.skill-anim', {
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translateY: -200,
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opacity: 0,
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});
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this.animations.push(anime({
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targets: '.skill-anim',
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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: 0, delay: TIMES.TARGET_DURATION_MS * 0.7, duration: TIMES.POST_SKILL_DURATION_MS },
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],
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}));
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anime.set('#explosion feDisplacementMap', {
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scale: 1,
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});
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@ -81,6 +89,7 @@ class AttackCharge extends Component {
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targets: '.skill-anim',
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translateY: 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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easing: 'easeInQuad',
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});
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@ -88,10 +97,17 @@ class AttackCharge extends Component {
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targets: '#explosion feDisplacementMap',
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scale: 100,
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loop: false,
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delay: TIMES.TARGET_DELAY_MS,
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duration,
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easing: 'easeInQuad',
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});
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}
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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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}
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}
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module.exports = AttackCharge;
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@ -25,11 +25,9 @@ function projectile(x, y, radius, colour) {
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class AttackCharge 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.colour = props.colour;
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this.colour = '#A25AC1';
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this.animations = [];
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const points = randomPoints(7, 30, { x: 0, y: 0, width: 300, height: 100 });
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this.charges = points.map(coord => projectile(coord[0], coord[1], 14, this.colour));
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this.charges = points.map(coord => projectile(coord[0], coord[1], 14, '#A25AC1'));
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}
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render() {
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@ -44,7 +42,7 @@ class AttackCharge extends Component {
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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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<stop offset="100%" style={`stop-color:#A25AC1;stop-opacity:1`} />
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</radialGradient>
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</defs>
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<filter id="explosion">
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@ -79,36 +77,55 @@ class AttackCharge extends Component {
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anime.set('.skill-anim', {
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translateY: -200,
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translateX: 0,
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opacity: 0,
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});
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anime.set('#explosion feDisplacementMap', {
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scale: 1,
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});
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anime({
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this.animations.push(anime({
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targets: '.skill-anim',
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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: 0, delay: TIMES.TARGET_DURATION_MS * 0.7, duration: TIMES.POST_SKILL_DURATION_MS },
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],
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}));
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this.animations.push(anime({
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targets: '.skill-anim',
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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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easing: 'easeInQuad',
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});
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anime({
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}));
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this.animations.push(anime({
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targets: '#explosion feDisplacementMap',
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scale: 75,
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loop: false,
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delay: (duration * 2 / 3),
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delay: (TIMES.TARGET_DELAY_MS + duration * 2 / 3),
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duration: (duration * 1 / 3),
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easing: 'easeInQuad',
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});
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}));
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projectiles.forEach(proj => anime({
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targets: proj,
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cx: Math.random() * 250 + 25,
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cy: Math.random() * 300 + 50,
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delay: TIMES.TARGET_DELAY_MS,
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duration: (duration * 2 / 3),
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easing: 'easeInQuad',
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}));
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}
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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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}
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}
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module.exports = AttackCharge;
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@ -27,10 +27,9 @@ class Heal 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.colour = props.colour;
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this.colour = '#1FF01F';
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this.animations = [];
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const points = randomPoints(15, 30, { x: 0, y: 0, width: 300, height: 400 });
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this.charges = points.map(coord => projectile(coord[0], coord[1], 14, this.colour));
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this.charges = points.map(coord => projectile(coord[0], coord[1], 14, '#1FF01F'));
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}
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render() {
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@ -44,7 +43,7 @@ class Heal extends Component {
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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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<stop offset="100%" style={'stop-color:#1FF01F;stop-opacity:1'} />
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</radialGradient>
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</defs>
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<filter id="explosion">
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@ -59,46 +58,46 @@ class Heal extends Component {
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}
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componentDidMount() {
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// if (!this.props.team) {
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// anime.set('.skill-anim', {
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// rotate: Math.random() * 180 + 90,
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// });
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// } else {
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// anime.set('.skill-anim', {
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// rotate: Math.random() * 180 + 270,
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// });
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// }
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// anime.set('.skill-anim', {
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// translateY: -200,
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// translateX: 0,
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// });
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anime.set('#explosion feDisplacementMap', {
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scale: 100,
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});
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anime.set('.skill-anim', {
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opacity: 0,
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});
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anime({
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this.animations.push(anime({
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targets: '.skill-anim',
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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: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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],
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}));
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this.animations.push(anime({
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targets: '.skill-anim',
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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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easing: 'easeInQuad',
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});
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anime({
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}));
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this.animations.push(anime({
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targets: '#explosion feDisplacementMap',
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scale: 1,
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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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easing: 'easeInQuad',
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});
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anime({
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}));
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this.animations.push(anime({
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targets: '#projectile',
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cx: 150,
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cy: 200,
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delay: (duration * 1 / 2),
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delay: (TIMES.TARGET_DELAY_MS + duration * 1 / 2),
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duration: (duration * 1 / 2),
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easing: 'easeInQuad',
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});
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}));
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}
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}
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@ -1,19 +1,45 @@
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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 { TIMES } = require('../../constants');
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// shamelessly lifted from teh anime docs
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// https://animejs.com/documentation/#svgAttr
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function invert(id) {
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anime({
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targets: [document.getElementById(id)],
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rotate: [
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{ value: 180, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.6 },
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{ value: 0, duration: TIMES.POST_SKILL_DURATION_MS * 0.4 },
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],
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easing: 'easeInOutElastic',
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direction: 'alternate',
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});
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class Invert extends Component {
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constructor(props) {
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super();
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this.id = props.id;
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this.animations = [];
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}
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module.exports = invert;
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render() {
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// Need this so unmount triggers
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return <svg id='invert'></svg>;
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}
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componentDidMount() {
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console.log('mounting');
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this.animations.push(anime({
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targets: [document.getElementById(this.id)],
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rotate: 180,
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.TARGET_DURATION_MS * 0.45,
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easing: 'easeInOutElastic',
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direction: 'alternate',
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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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}
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}
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module.exports = Invert;
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@ -7,6 +7,11 @@ const { TIMES } = require('../../constants');
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const duration = TIMES.TARGET_DURATION_MS;
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class AttackCharge extends Component {
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constructor() {
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super();
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this.animations = [];
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}
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render() {
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return (
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<svg
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@ -14,7 +19,8 @@ class AttackCharge extends Component {
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version="1.1"
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id="Layer_1"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 300 400">
|
||||
viewBox="0 0 300 400"
|
||||
opacity="0">
|
||||
<filter id="blur">
|
||||
<feGaussianBlur in="SourceGraphic" stdDeviation="2" />
|
||||
</filter>
|
||||
@ -28,6 +34,15 @@ class AttackCharge extends Component {
|
||||
r: '140',
|
||||
stroke: '#3498db',
|
||||
});
|
||||
|
||||
this.animations.push(anime({
|
||||
targets: '.skill-anim',
|
||||
opacity: [
|
||||
{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.3 },
|
||||
{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.7, duration: TIMES.POST_SKILL_DURATION_MS },
|
||||
],
|
||||
}));
|
||||
|
||||
anime({
|
||||
targets: '#siphon',
|
||||
keyframes: [
|
||||
@ -36,10 +51,18 @@ class AttackCharge extends Component {
|
||||
{ r: '50', stroke: '#3498db' },
|
||||
{ r: '20', stroke: '#3498db' },
|
||||
],
|
||||
delay: TIMES.TARGET_DELAY_MS,
|
||||
duration,
|
||||
easing: 'easeInCubic',
|
||||
});
|
||||
}
|
||||
|
||||
componentWillUnmount() {
|
||||
for (let i = this.animations.length - 1; i >= 0; i--) {
|
||||
this.animations[i].reset();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
module.exports = AttackCharge;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user