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@@ -56,7 +56,7 @@ class CrypList extends Phaser.Scene {
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this.gameList.destroy(true);
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}
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this.gameList = new GameList({ list: this, ws, cryps, gameList });
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this.gameList = new GameList({ list: this, ws, cryps, gameList, events: this.game.events });
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}
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displaySkills(cryp) {
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@@ -10,29 +10,36 @@ class GameList extends Phaser.GameObjects.Group {
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constructor(args) {
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super(list);
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const { list, ws, cryps, gameList } = args;
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const { list, events, ws, cryps, gameList } = args;
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const X = GAME_LIST.x();
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const WIDTH = GAME_LIST.width();
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const WIDTH = Math.floor(GAME_LIST.width() / 2);
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const HEIGHT = GAME_LIST.height();
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const TEXT_MARGIN = 24;
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const pvp = list.add
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.rectangle(X, GAME_LIST.y(0), WIDTH, HEIGHT, 0x440000)
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const spawn = list.add
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.rectangle(X, GAME_LIST.y(0), WIDTH, HEIGHT, 0x888888)
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.setInteractive()
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.setOrigin(0);
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this.add(list.add.text(pvp.getCenter().x, pvp.getCenter().y, 'NEW', TEXT.HEADER));
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this.add(list.add.text(spawn.getCenter().x, spawn.getCenter().y, 'SPAWN', TEXT.HEADER));
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const pvp = list.add
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.rectangle(X + WIDTH, GAME_LIST.y(0), WIDTH, HEIGHT, 0x440000)
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.setInteractive()
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.setOrigin(0);
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this.add(list.add.text(pvp.getCenter().x, pvp.getCenter().y, 'PVP', TEXT.HEADER));
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const pve = list.add
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.rectangle(X, GAME_LIST.y(1), Math.floor(WIDTH / 2), HEIGHT, 0x004400)
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.rectangle(X, GAME_LIST.y(1), WIDTH, HEIGHT, 0x004400)
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.setInteractive()
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.setOrigin(0);
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this.add(list.add.text(pve.getCenter().x, pve.getCenter().y, 'PVE', TEXT.HEADER));
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const refresh = list.add
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.rectangle(X + Math.floor(WIDTH / 2), GAME_LIST.y(1), Math.floor(WIDTH / 2), HEIGHT, 0x000044)
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.rectangle(X + WIDTH, GAME_LIST.y(1), WIDTH, HEIGHT, 0x000044)
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.setInteractive()
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.setOrigin(0);
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@@ -44,7 +51,7 @@ class GameList extends Phaser.GameObjects.Group {
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const GAME_Y = GAME_LIST.rowY(i);
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const gameBox = list.add
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.rectangle(GAME_X, GAME_Y, WIDTH, HEIGHT, 0x111111)
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.rectangle(GAME_X, GAME_Y, WIDTH * 2, HEIGHT, 0x111111)
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.setInteractive()
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.setOrigin(0);
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@@ -59,6 +66,10 @@ class GameList extends Phaser.GameObjects.Group {
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gameList.forEach(gameRow);
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spawn.on('pointerdown', () => {
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events.emit('CRYP_SPAWN');
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});
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pvp.on('pointerdown', () => {
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const team = cryps.filter(c => c.active).map(c => c.id);
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return ws.sendGamePvp(team);
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