cryp arrangement
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@ -3,23 +3,40 @@ const Phaser = require('phaser');
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const { TEXT, POSITIONS: { COMBAT }, COLOURS } = require('./constants');
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const { TEXT, POSITIONS: { COMBAT }, COLOURS } = require('./constants');
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const calcMargin = () => {
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const calcMargin = () => {
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const CRYP_MARGIN = COMBAT.height() / 3.4;
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const CRYP_MARGIN = COMBAT.height() / 5;
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const TEXT_MARGIN = COMBAT.height() / 35;
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const TEXT_MARGIN = COMBAT.height() / 35;
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const TEAM_MARGIN = COMBAT.width() / 2;
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const TEAM_MARGIN = COMBAT.width() * 0.7;
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const X_PADDING = COMBAT.width() / 10;
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const X_PADDING = COMBAT.width() / 10;
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const Y_PADDING = COMBAT.width() / 7;
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const Y_PADDING = COMBAT.height() / 7;
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return { CRYP_MARGIN, TEXT_MARGIN, TEAM_MARGIN, X_PADDING, Y_PADDING };
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return { CRYP_MARGIN, TEXT_MARGIN, TEAM_MARGIN, X_PADDING, Y_PADDING };
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};
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};
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const healthBarDimensions = (team, iter) => {
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const healthBarDimensions = (team, iter) => {
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const { CRYP_MARGIN, TEAM_MARGIN, TEXT_MARGIN, X_PADDING, Y_PADDING } = calcMargin();
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const { TEAM_MARGIN, TEXT_MARGIN, CRYP_MARGIN } = calcMargin();
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const healthBarX = X_PADDING / 2 + TEAM_MARGIN * team;
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const healthBarX = 1.25 * TEAM_MARGIN * team;
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const healthBarY = Y_PADDING / 3 + CRYP_MARGIN * iter;
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const healthBarY = COMBAT.y() + TEXT_MARGIN + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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const healthBarWidth = X_PADDING / 1.5;
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const healthBarWidth = TEAM_MARGIN / 10;
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const healthBarHeight = TEXT_MARGIN / 1.5;
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const healthBarHeight = TEXT_MARGIN / 1.5;
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return { healthBarX, healthBarY, healthBarWidth, healthBarHeight };
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return { healthBarX, healthBarY, healthBarWidth, healthBarHeight };
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};
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};
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const crypAvatarText = (team, iter) => {
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const { TEAM_MARGIN, CRYP_MARGIN, TEXT_MARGIN } = calcMargin();
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const nameTextX = 1.25 * TEAM_MARGIN * team;
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const nameTextY = COMBAT.y() + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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const healthTextX = 1.25 * TEAM_MARGIN * team;
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const healthTextY = COMBAT.y() + TEXT_MARGIN * 2 + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
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return { nameTextX, nameTextY, healthTextX, healthTextY };
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};
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const skillTextPosition = (crypIter, skillIter) => {
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const { TEXT_MARGIN } = calcMargin();
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const skillTextX = 0.15 * COMBAT.width() * crypIter;
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const skillTextY = COMBAT.y() + COMBAT.height() * 0.7 + TEXT_MARGIN * skillIter;
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return [skillTextX, skillTextY];
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};
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class CrypImage extends Phaser.GameObjects.Image {
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class CrypImage extends Phaser.GameObjects.Image {
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constructor(scene, j, team, avatar, cryp, healthbar) {
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constructor(scene, j, team, avatar, cryp, healthbar) {
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@ -27,7 +44,7 @@ class CrypImage extends Phaser.GameObjects.Image {
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const {
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const {
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CRYP_MARGIN, TEAM_MARGIN, X_PADDING, Y_PADDING,
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CRYP_MARGIN, TEAM_MARGIN, X_PADDING, Y_PADDING,
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} = calcMargin();
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} = calcMargin();
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super(scene, X_PADDING + TEAM_MARGIN * team, Y_PADDING * 1.25 + CRYP_MARGIN * j, avatar);
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super(scene, COMBAT.width() / 8 + TEAM_MARGIN * team, Y_PADDING * 1.25 + CRYP_MARGIN * j, avatar);
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this.scene = scene;
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this.scene = scene;
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this.cryp = cryp;
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this.cryp = cryp;
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this.healthbar = healthbar;
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this.healthbar = healthbar;
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@ -53,14 +70,10 @@ class CrypImage extends Phaser.GameObjects.Image {
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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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constructor(scene, row, iter, team, skill, cryp) {
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constructor(scene, x, y, team, skill, cryp) {
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console.log(skill, cryp);
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console.log(skill, cryp);
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// Avatar will be a property of cryp
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// Avatar will be a property of cryp
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const {
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super(scene, x, y, skill.skill, TEXT.NORMAL);
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CRYP_MARGIN, TEXT_MARGIN, TEAM_MARGIN, X_PADDING, Y_PADDING,
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} = calcMargin();
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super(scene, X_PADDING * 2 + TEAM_MARGIN * team,
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Y_PADDING / 2 + TEXT_MARGIN * (row + 2) + CRYP_MARGIN * iter, skill.skill, TEXT.NORMAL);
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this.cryp = cryp;
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this.cryp = cryp;
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this.skill = skill;
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this.skill = skill;
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this.setInteractive();
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this.setInteractive();
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@ -123,41 +136,42 @@ class HealthBar extends Phaser.GameObjects.Graphics {
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}
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}
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function renderCryp(scene, group, cryp, game, team, iter) {
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function renderCryp(scene, group, cryp, game, team, iter) {
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const {
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CRYP_MARGIN, TEXT_MARGIN, TEAM_MARGIN, X_PADDING, Y_PADDING,
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} = calcMargin();
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// Add Image Avatar Class
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// Add Image Avatar Class
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const avatar = team ? 'magmar' : 'alk';
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const avatar = team ? 'magmar' : 'alk';
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// Add cryp hp
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// Add cryp hp
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const crypHpText = scene.add.text(X_PADDING / 2 + TEAM_MARGIN * team, Y_PADDING / 2 + CRYP_MARGIN * iter,
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const { nameTextX, nameTextY, healthTextX, healthTextY } = crypAvatarText(team, iter);
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`${cryp.hp.base.toString()} / ${cryp.stamina.base.toString()} HP`, TEXT.NORMAL);
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const crypName = scene.add.text(nameTextX, nameTextY, cryp.name, TEXT.NORMAL);
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const crypHpText = scene.add.text(healthTextX, healthTextY, `${cryp.hp.base.toString()} / ${cryp.stamina.base.toString()} HP`, TEXT.NORMAL);
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const healthBar = scene.add.existing(new HealthBar(scene, cryp, team, iter, crypHpText));
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const healthBar = scene.add.existing(new HealthBar(scene, cryp, team, iter, crypHpText));
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group.add(crypHpText);
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group.add(healthBar);
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// Add cryp name
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// Add cryp name
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const crypSpawn = scene.add.existing(new CrypImage(scene, iter, team, avatar, cryp, healthBar))
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const crypSpawn = scene.add.existing(new CrypImage(scene, iter, team, avatar, cryp, healthBar))
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.setScale(0.5)
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.setScale(0.5)
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.setInteractive();
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.setInteractive();
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group.add(crypSpawn);
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group.addMultiple([crypHpText, healthBar, crypSpawn, crypName]);
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const crypName = scene.add.text(X_PADDING / 2 + TEAM_MARGIN * team,
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Y_PADDING / 2 + TEXT_MARGIN + CRYP_MARGIN * iter, cryp.name, TEXT.HEADER);
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group.add(crypName);
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return crypSpawn;
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return crypSpawn;
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}
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}
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function renderSkills(scene, group, cryp, game, team, iter) {
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function renderSkills(scene, group, cryp, account, game, team, iter) {
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if (game.phase === 'Skill') {
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const nameTextPosition = skillTextPosition(iter, 0);
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if (game.phase === 'Skill' && cryp.account === account.id) {
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if (cryp.hp.base === 0) return true;
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const crypName = scene.add.text(nameTextPosition[0], nameTextPosition[1], cryp.name, TEXT.HEADER);
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group.add(crypName);
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crypName.text = cryp.name;
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cryp.skills.forEach((skill, i) => {
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cryp.skills.forEach((skill, i) => {
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group.add(scene.add.existing(new CrypSkill(scene, i, iter, team, skill, cryp)));
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const skillText = skillTextPosition(iter, i + 2);
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group.add(scene.add.existing(new CrypSkill(scene, skillText[0], skillText[1], team, skill, cryp)));
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});
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});
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} else if (game.phase === 'Target') {
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} else if (game.phase === 'Target' && cryp.account !== account.id) {
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const blockSkill = game.stack.find(skill => skill.source_cryp_id === cryp.id);
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const blockSkill = game.stack.find(skill => skill.source_cryp_id === cryp.id);
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// cryp not casting this turn
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// cryp not casting this turn
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if (!blockSkill) return false;
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if (!blockSkill) return false;
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const crypName = scene.add.text(nameTextPosition[0], nameTextPosition[1], cryp.name, TEXT.HEADER);
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group.add(scene.add.existing(new CrypSkill(scene, 1, iter, team, blockSkill, cryp)));
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group.add(crypName);
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const skillText = skillTextPosition(iter, 2);
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group.add(scene.add.existing(new CrypSkill(scene, skillText[0], skillText[1], team, blockSkill, cryp)));
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}
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}
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return true;
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}
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}
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@ -171,7 +185,7 @@ class DrawCrypTeams extends Phaser.GameObjects.Group {
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const team = cryp.account === account.id ? 0 : 1;
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const team = cryp.account === account.id ? 0 : 1;
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const iter = cryp.account === account.id ? allyCount : enemyCount;
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const iter = cryp.account === account.id ? allyCount : enemyCount;
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renderCryp(scene, this, cryp, game, team, iter);
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renderCryp(scene, this, cryp, game, team, iter);
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renderSkills(scene, this, cryp, game, team, iter);
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renderSkills(scene, this, cryp, account, game, team, iter);
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allyCount = cryp.account === account.id ? allyCount += 1 : enemyCount += 1;
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allyCount = cryp.account === account.id ? allyCount += 1 : enemyCount += 1;
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});
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});
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}
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}
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@ -67,6 +67,7 @@ class Combat extends Phaser.Scene {
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this.registry.set('resolve', true);
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this.registry.set('resolve', true);
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this.crypTeamRender.destroy(true);
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this.crypTeamRender.destroy(true);
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this.logIter += 1;
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this.logIter += 1;
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this.crypTeamRender = new DrawCrypTeams(this, game);
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combatRender(this, game);
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combatRender(this, game);
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return true;
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return true;
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} this.logIter += 1;
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} this.logIter += 1;
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@ -37,7 +37,7 @@ function combatRender(scene, game) {
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const target = resolved.source_team_id === account.id;
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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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delay = scene.skills[skill](target);
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animatePhase(scene, animatedGroup, game, account, delay[0]);
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// animatePhase(scene, animatedGroup, game, account, delay[0]);
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if (scene.iterateLog(game)) {
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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], () => {
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8
client/src/scenes/constants.js
Normal file → Executable file
8
client/src/scenes/constants.js
Normal file → Executable file
@ -28,10 +28,10 @@ const statsKnownX = () => Math.floor(statsX() + statsWidth() / 4);
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const statsLearnableX = () => Math.floor(statsX() + statsWidth() / 2);
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const statsLearnableX = () => Math.floor(statsX() + statsWidth() / 2);
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const statsTextMargin = () => 24;
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const statsTextMargin = () => 24;
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const logWidth = () => Math.floor(combatWidth() * 0.2);
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const logWidth = () => combatWidth();
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const logHeight = () => combatHeight();
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const logHeight = () => combatHeight() * 0.3;
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const logY = () => menuHeight();
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const logY = () => menuHeight() + (combatHeight() * 0.7);
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const logX = () => combatWidth() - logWidth();
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const logX = () => combatWidth() * 0.6;
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module.exports = {
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module.exports = {
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TEXT: {
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TEXT: {
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