Cryps move for combat
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@ -1,6 +1,6 @@
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const Phaser = require('phaser');
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const { TEXT, POSITIONS: { COMBAT }, COLOURS } = require('./constants');
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const { DELAYS, TEXT, POSITIONS: { COMBAT }, COLOURS } = require('./constants');
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const calcMargin = () => {
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const CRYP_MARGIN = COMBAT.height() / 5;
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@ -72,6 +72,14 @@ class CrypImage extends Phaser.GameObjects.Image {
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this.scene.registry.set('activeCryp', null);
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}
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}
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takeDamage(damage) {
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this.setTint(0xff0000);
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this.healthbar.takeDamage(damage);
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this.scene.time.delayedCall(DELAYS.DAMAGE_TICK, () => {
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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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@ -5,6 +5,7 @@ const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
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const { DrawCrypTeams, CrypImage, CrypSkill } = require('./combat.cryps');
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const combatRender = require('./combat.render');
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const CombatSkills = require('./combat.skills');
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const CRYP_KEY_MAP = ['keydown_ONE', 'keydown_TWO', 'keydown_THREE'];
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const SKILL_KEY_MAP = ['keydown_Q', 'keydown_W', 'keydown_E', 'keydown_R'];
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@ -68,10 +69,10 @@ class Combat extends Phaser.Scene {
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while (game.log.length !== this.logIter) {
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if (game.log[this.logIter] === '<Resolve Phase>') {
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this.registry.set('resolve', true);
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this.crypTeamRender.destroy(true);
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this.logIter += 1;
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this.crypTeamRender.destroy(true);
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this.crypTeamRender = new DrawCrypTeams(this, game);
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combatRender(this, game);
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combatRender(this, game, this.crypTeamRender);
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return true;
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} this.logIter += 1;
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}
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@ -1,5 +1,8 @@
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const Phaser = require('phaser');
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const { renderCryp } = require('./combat.cryps');
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const { CrypImage } = require('./combat.cryps');
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const { DELAYS, POSITIONS: { COMBAT } } = require('./constants');
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const MOVE_CREEP = 1000;
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const DAMAGE_TICK = 750;
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const randomSkill = () => {
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const skills = ['wall', 'spit', 'gravBlast', 'gravBomb', 'chargeBall'];
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@ -7,6 +10,7 @@ const randomSkill = () => {
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};
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function animatePhase(scene, group, game, account, delay) {
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// Find cryps and targets
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const resolved = game.resolved[scene.resolvedIter];
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const allyCryp = scene.cryps.filter(c => c.account === account.id).find(
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c => c.id === resolved.source_cryp_id || c.id === resolved.target_cryp_id
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@ -14,43 +18,78 @@ function animatePhase(scene, group, game, account, delay) {
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const enemyCryp = scene.cryps.filter(c => c.account !== account.id).find(
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c => c.id === resolved.source_cryp_id || c.id === resolved.target_cryp_id
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);
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const allySpawn = renderCryp(scene, group, allyCryp, game, 0, 1);
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const enemySpawn = renderCryp(scene, group, enemyCryp, game, 1, 1);
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const allySpawn = group.children.entries
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.filter(obj => obj instanceof CrypImage)
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.find(c => c.cryp.id === allyCryp.id);
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const enemySpawn = group.children.entries
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.filter(obj => obj instanceof CrypImage)
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.find(c => c.cryp.id === enemyCryp.id);
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const target = allyCryp.id === resolved.target_cryp_id ? allySpawn : enemySpawn;
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const targetCrypData = allyCryp.id === resolved.target_cryp_id ? allyCryp : enemyCryp;
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const allyCrypX = allySpawn.x; const allyCrypY = allySpawn.y;
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const enemyCrypX = enemySpawn.x; const enemyCrypY = enemySpawn.y;
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// Move cryps into posistion
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scene.tweens.add({
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targets: allySpawn,
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x: COMBAT.x() + COMBAT.width() * 0.3,
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y: COMBAT.height() * 13.25 / 35,
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ease: 'Power1',
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duration: MOVE_CREEP,
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});
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scene.time.delayedCall(delay, () => {
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targetCrypData.hp.base -= 100; // Mutates stored cryp data
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target.healthbar.takeDamage(100);
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target.setTint(0xff0000);
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scene.tweens.add({
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targets: enemySpawn,
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x: COMBAT.x() + COMBAT.width() * 0.7,
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y: COMBAT.height() * 13.25 / 35,
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ease: 'Power1',
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duration: MOVE_CREEP,
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});
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// Target cryp takes damage into posistion
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scene.time.delayedCall(delay + DELAYS.MOVE_CREEP, () => {
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target.takeDamage(100);
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});
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// Move cryps back
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scene.time.delayedCall(delay + DELAYS.MOVE_CREEP + DELAYS.DAMAGE_TICK, () => {
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scene.tweens.add({
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targets: allySpawn,
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x: allyCrypX,
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y: allyCrypY,
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ease: 'Power1',
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duration: MOVE_CREEP,
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});
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scene.tweens.add({
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targets: enemySpawn,
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x: enemyCrypX,
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y: enemyCrypY,
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ease: 'Power1',
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duration: MOVE_CREEP,
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});
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});
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}
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function combatRender(scene, game) {
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let delay = 0;
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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 animatedGroup = new Phaser.GameObjects.Group(scene);
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const target = resolved.source_team_id === account.id;
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delay = scene.skills[skill](target);
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// animatePhase(scene, animatedGroup, game, account, delay[0]);
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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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});
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animatePhase(scene, group, game, account, delay[0]);
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if (scene.iterateLog(game)) {
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scene.time.delayedCall(delay[1], () => {
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scene.time.delayedCall(delay[1] + DELAYS.MOVE_CREEP * 2 + DELAYS.DAMAGE_TICK, () => {
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scene.registry.set('resolve', false);
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scene.skills.cleanup();
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animatedGroup.destroy(true);
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scene.renderLog(game);
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});
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} else {
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scene.time.delayedCall(delay[1], () => {
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scene.time.delayedCall(delay[1] + DELAYS.MOVE_CREEP * 2 + DELAYS.DAMAGE_TICK, () => {
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scene.skills.cleanup();
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animatedGroup.destroy(true);
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combatRender(scene, game);
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combatRender(scene, game, group);
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});
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}
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return true;
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@ -7,7 +7,7 @@ const randomColour = () => {
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};
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const animationParams = (target) => {
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const spawnLocation = target ? COMBAT.width() * 0.175 : COMBAT.width() * 0.55;
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const spawnLocation = target ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const speed = target ? 250 : -250;
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const img = randomColour();
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const angleMin = target ? 320 : 180;
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@ -26,7 +26,7 @@ class CombatSkills extends Phaser.GameObjects.Group {
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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x: spawnLocation,
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y: { min: COMBAT.height() * 0.45, max: COMBAT.height() * 0.7 },
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y: { min: COMBAT.height() * 0.2, max: COMBAT.height() * 0.5 },
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lifespan: 2000,
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speedX: { min: speed, max: speed * 2 },
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scale: { start: 0.4, end: 0 },
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@ -35,7 +35,6 @@ class CombatSkills extends Phaser.GameObjects.Group {
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});
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this.add(particles);
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this.scene.time.delayedCall(1000, () => { emitter.stop(); }, [], this.scene);
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return [1500, 3000];
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}
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spit(target) {
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@ -43,7 +42,7 @@ class CombatSkills extends Phaser.GameObjects.Group {
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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x: spawnLocation,
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y: COMBAT.height() * 0.5,
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y: COMBAT.height() * 0.35,
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lifespan: 2000,
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angle: { min: angleMin, max: angleMax },
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speed: speed * 2,
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@ -54,7 +53,6 @@ class CombatSkills extends Phaser.GameObjects.Group {
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});
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this.add(particles);
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this.scene.time.delayedCall(1000, () => { emitter.stop(); }, [], this);
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return [1500, 3000];
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}
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gravBomb(target) {
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@ -77,26 +75,25 @@ class CombatSkills extends Phaser.GameObjects.Group {
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});
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this.add(particles);
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this.scene.time.delayedCall(1000, () => { this.emitter.stop(); well.active = false; }, [], this.scene);
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return [1000, 2500];
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}
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gravBlast(target) {
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const img = randomColour();
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const spawnLocation = target ? COMBAT.width() * 0.2 : COMBAT.width() * 0.45;
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const targetLocation = target ? COMBAT.width() * 0.6 : COMBAT.width() * 0.1;
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const spawnLocation = target ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const targetLocation = target ? COMBAT.width() * 0.7 : COMBAT.width() * 0.3;
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const particles = this.scene.add.particles(img);
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const bounds = target
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? { x: COMBAT.width() * 0.15, y: COMBAT.height() * 0.35, w: COMBAT.width() * 0.55, h: COMBAT.height() * 0.2 }
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: { x: 0, y: COMBAT.height() * 0.35, w: COMBAT.width() * 0.55, h: COMBAT.height() * 0.2 };
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? { x: COMBAT.width() * 0.3, y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 }
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: { x: 0.2 * COMBAT.width(), y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 };
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const well = particles.createGravityWell({
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x: spawnLocation,
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y: COMBAT.height() * 0.5,
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y: COMBAT.height() * 0.35,
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power: 4,
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gravity: 500,
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});
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const emitter = particles.createEmitter({
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x: spawnLocation,
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y: COMBAT.height() * 0.5,
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y: COMBAT.height() * 0.35,
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lifespan: 2000,
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speed: 1000,
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scale: { start: 0.7, end: 1 },
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@ -106,19 +103,18 @@ class CombatSkills extends Phaser.GameObjects.Group {
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this.add(particles);
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this.scene.time.delayedCall(1000, () => { emitter.stop(); well.x = targetLocation; }, [], this.scene);
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this.scene.time.delayedCall(3000, () => { well.active = false; }, [], this.scene);
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return [1500, 3000];
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}
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chargeBall(target) {
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const { img, spawnLocation } = animationParams(target);
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const targetLocation = target ? 0.7 * COMBAT.width() : 0;
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const targetLocation = target ? 0.7 * COMBAT.width() : 0.25 * COMBAT.width();
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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x: 0,
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y: 0,
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lifespan: 1000,
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moveToX: spawnLocation,
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moveToY: COMBAT.height() * 0.2,
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moveToY: COMBAT.height() * 0.1,
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scale: 0.75,
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quantity: 4,
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_frequency: 20,
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@ -128,7 +124,7 @@ class CombatSkills extends Phaser.GameObjects.Group {
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const emitter2 = particles.createEmitter({
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radial: false,
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x: { min: spawnLocation, max: targetLocation, steps: 256 },
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y: { min: COMBAT.height() * 0.2, max: COMBAT.height() * 0.6, steps: 256 },
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y: { min: COMBAT.height() * 0.1, max: COMBAT.height() * 0.4, steps: 256 },
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lifespan: 1000,
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quantity: 4,
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gravityY: 0,
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@ -140,7 +136,6 @@ class CombatSkills extends Phaser.GameObjects.Group {
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this.scene.time.delayedCall(1000, () => { emitter.stop(); }, [], this.scene);
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this.scene.time.delayedCall(2000, () => { emitter2.active = true; }, [], this.scene);
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this.scene.time.delayedCall(3000, () => { emitter2.stop(); }, [], this.scene);
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return [3000, 4000];
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}
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cleanup() {
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@ -103,6 +103,16 @@ module.exports = {
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WHITE: 0xffffff,
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},
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DELAYS: {
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MOVE_CREEP: 1000,
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DAMAGE_TICK: 750,
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wall: [1500, 3000],
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spit: [1500, 3000],
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gravBomb: [1500, 3000],
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gravBlast: [1500, 3000],
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chargeBall: [3000, 4000],
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},
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SKILLS: {
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LEARNABLE: [
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'Attack',
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