Added keybinds

This commit is contained in:
Mashy 2018-11-26 18:13:38 +10:00
parent 99ff116e2d
commit ab7de7d77d
5 changed files with 64 additions and 29 deletions

View File

@ -28,6 +28,14 @@ function registerEvents(registry, events) {
registry.set('gameList', gameList); registry.set('gameList', gameList);
} }
events.on('SET_ACTIVE_SKILL', function skillActive(skill) {
const activeSkill = registry.get('activeSkill');
if (activeSkill) {
activeSkill.clearTint();
} skill.setTint(0x00ff00);
return setActiveSkill(skill);
});
events.on('CRYP_ACTIVE', function crypActiveCb(cryp) { events.on('CRYP_ACTIVE', function crypActiveCb(cryp) {
const cryps = registry.get('cryps'); const cryps = registry.get('cryps');

60
client/src/scenes/combat.cryps.js Executable file → Normal file
View File

@ -37,16 +37,21 @@ const skillTextPosition = (crypIter, skillIter) => {
return [skillTextX, skillTextY]; return [skillTextX, skillTextY];
}; };
const crypPosition = (team, iter) => {
const { CRYP_MARGIN, TEAM_MARGIN, Y_PADDING } = calcMargin();
const crypAvatarX = COMBAT.width() / 8 + TEAM_MARGIN * team;
const crypAvatarY = Y_PADDING * 1.25 + CRYP_MARGIN * iter;
return { crypAvatarX, crypAvatarY };
};
class CrypImage extends Phaser.GameObjects.Image { class CrypImage extends Phaser.GameObjects.Image {
constructor(scene, j, team, avatar, cryp, healthbar) { constructor(scene, team, iter, skills, avatar, cryp, healthbar) {
// Avatar will be a property of cryp // Avatar will be a property of cryp
const { const { crypAvatarX, crypAvatarY } = crypPosition(team, iter);
CRYP_MARGIN, TEAM_MARGIN, X_PADDING, Y_PADDING, super(scene, crypAvatarX, crypAvatarY, avatar);
} = calcMargin();
super(scene, COMBAT.width() / 8 + TEAM_MARGIN * team, Y_PADDING * 1.25 + CRYP_MARGIN * j, avatar);
this.scene = scene; this.scene = scene;
this.cryp = cryp; this.cryp = cryp;
this.skills = skills;
this.healthbar = healthbar; this.healthbar = healthbar;
} }
@ -61,28 +66,21 @@ class CrypImage extends Phaser.GameObjects.Image {
} else if (game.phase === 'Target') { } else if (game.phase === 'Target') {
ws.sendGameTarget(game.id, this.cryp.id, activeSkill.skill.id); ws.sendGameTarget(game.id, this.cryp.id, activeSkill.skill.id);
} }
} else { }
activeSkill.clearTint(); activeSkill.clearTint();
this.scene.registry.set('activeSkill', null); this.scene.registry.set('activeSkill', null);
} this.scene.registry.set('activeCryp', null);
} }
} }
} }
class CrypSkill extends Phaser.GameObjects.Text { class CrypSkill extends Phaser.GameObjects.Text {
constructor(scene, x, y, team, skill, cryp) { constructor(scene, x, y, team, skill, cryp) {
console.log(skill, cryp);
// Avatar will be a property of cryp // Avatar will be a property of cryp
super(scene, x, y, skill.skill, TEXT.NORMAL); super(scene, x, y, skill.skill, TEXT.NORMAL);
this.cryp = cryp; this.cryp = cryp;
this.skill = skill; this.skill = skill;
this.setInteractive(); this.setInteractive();
const activeSkill = scene.registry.get('activeSkill');
if (activeSkill) {
if (activeSkill.skill === skill && activeSkill.cryp.id === cryp.id) {
this.setTint(COLOURS.BLUE);
}
}
} }
clickHandler() { clickHandler() {
@ -135,7 +133,7 @@ class HealthBar extends Phaser.GameObjects.Graphics {
} }
} }
function renderCryp(scene, group, cryp, game, team, iter) { function renderCryp(scene, group, cryp, skills, game, team, iter) {
// Add Image Avatar Class // Add Image Avatar Class
const avatar = team ? 'magmar' : 'alk'; const avatar = team ? 'magmar' : 'alk';
// Add cryp hp // Add cryp hp
@ -144,7 +142,7 @@ function renderCryp(scene, group, cryp, game, team, iter) {
const crypHpText = scene.add.text(healthTextX, healthTextY, `${cryp.hp.base.toString()} / ${cryp.stamina.base.toString()} HP`, TEXT.NORMAL); const crypHpText = scene.add.text(healthTextX, healthTextY, `${cryp.hp.base.toString()} / ${cryp.stamina.base.toString()} HP`, TEXT.NORMAL);
const healthBar = scene.add.existing(new HealthBar(scene, cryp, team, iter, crypHpText)); const healthBar = scene.add.existing(new HealthBar(scene, cryp, team, iter, crypHpText));
// Add cryp name // Add cryp name
const crypSpawn = scene.add.existing(new CrypImage(scene, iter, team, avatar, cryp, healthBar)) const crypSpawn = scene.add.existing(new CrypImage(scene, team, iter, skills, avatar, cryp, healthBar))
.setScale(0.5) .setScale(0.5)
.setInteractive(); .setInteractive();
group.addMultiple([crypHpText, healthBar, crypSpawn, crypName]); group.addMultiple([crypHpText, healthBar, crypSpawn, crypName]);
@ -153,42 +151,50 @@ function renderCryp(scene, group, cryp, game, team, iter) {
function renderSkills(scene, group, cryp, account, game, team, iter) { function renderSkills(scene, group, cryp, account, game, team, iter) {
const nameTextPosition = skillTextPosition(iter, 0); const nameTextPosition = skillTextPosition(iter, 0);
const skillList = [];
if (scene.registry.get('resolve')) return true;
if (game.phase === 'Skill' && cryp.account === account.id) { if (game.phase === 'Skill' && cryp.account === account.id) {
if (cryp.hp.base === 0) return true; if (cryp.hp.base === 0) return true;
const crypName = scene.add.text(nameTextPosition[0], nameTextPosition[1], cryp.name, TEXT.HEADER); const crypName = scene.add.text(nameTextPosition[0], nameTextPosition[1], cryp.name, TEXT.HEADER);
group.add(crypName);
crypName.text = cryp.name; crypName.text = cryp.name;
cryp.skills.forEach((skill, i) => { cryp.skills.forEach((skill, i) => {
const skillText = skillTextPosition(iter, i + 2); const skillText = skillTextPosition(iter, i + 2);
group.add(scene.add.existing(new CrypSkill(scene, skillText[0], skillText[1], team, skill, cryp))); const skillObj = new CrypSkill(scene, skillText[0], skillText[1], team, skill, cryp);
scene.add.existing(skillObj);
skillList.push(skillObj);
group.addMultiple([crypName, skillObj]);
}); });
} else if (game.phase === 'Target' && cryp.account !== account.id) { } else if (game.phase === 'Target' && cryp.account !== account.id) {
const blockSkill = game.stack.find(skill => skill.source_cryp_id === cryp.id); const blockSkill = game.stack.find(skill => skill.source_cryp_id === cryp.id);
// cryp not casting this turn // cryp not casting this turn
if (!blockSkill) return false; if (!blockSkill) return false;
const crypName = scene.add.text(nameTextPosition[0], nameTextPosition[1], cryp.name, TEXT.HEADER); const crypName = scene.add.text(nameTextPosition[0], nameTextPosition[1], cryp.name, TEXT.HEADER);
group.add(crypName);
const skillText = skillTextPosition(iter, 2); const skillText = skillTextPosition(iter, 2);
group.add(scene.add.existing(new CrypSkill(scene, skillText[0], skillText[1], team, blockSkill, cryp))); const skillObj = new CrypSkill(scene, skillText[0], skillText[1], team, blockSkill, cryp);
scene.add.existing(skillObj);
skillList.push(skillObj);
group.addMultiple([crypName, skillObj]);
} }
return true; return skillList;
} }
class DrawCrypTeams extends Phaser.GameObjects.Group { class DrawCrypTeams extends Phaser.GameObjects.Group {
constructor(scene, game) { constructor(scene, game) {
super(scene); super(scene);
let allyCount = 0; this.scene = scene;
let enemyCount = 0; this.keyboard = scene.input.keyboard;
let allyCount = 0; let enemyCount = 0;
const account = scene.registry.get('account'); const account = scene.registry.get('account');
scene.cryps.forEach((cryp) => { scene.cryps.forEach((cryp) => {
const team = cryp.account === account.id ? 0 : 1; const team = cryp.account === account.id ? 0 : 1;
const iter = cryp.account === account.id ? allyCount : enemyCount; const iter = cryp.account === account.id ? allyCount : enemyCount;
renderCryp(scene, this, cryp, game, team, iter); const skillsObj = renderSkills(scene, this, cryp, account, game, team, iter);
renderSkills(scene, this, cryp, account, game, team, iter); const crypObj = renderCryp(scene, this, cryp, skillsObj, game, team, iter);
allyCount = cryp.account === account.id ? allyCount += 1 : enemyCount += 1; allyCount = cryp.account === account.id ? allyCount += 1 : enemyCount += 1;
const addKeys = (game.phase === 'Skill' && !team) || (game.phase === 'Target' && team);
if (addKeys) scene.crypKeyHandler(crypObj, iter);
}); });
} }
} }
module.exports = { CrypImage, CrypSkill, DrawCrypTeams, renderCryp}; module.exports = { CrypImage, CrypSkill, DrawCrypTeams, renderCryp };

23
client/src/scenes/combat.js Executable file → Normal file
View File

@ -5,6 +5,9 @@ const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
const { DrawCrypTeams, CrypImage, CrypSkill } = require('./combat.cryps'); const { DrawCrypTeams, CrypImage, CrypSkill } = require('./combat.cryps');
const combatRender = require('./combat.render'); const combatRender = require('./combat.render');
const CombatSkills = require('./combat.skills'); const CombatSkills = require('./combat.skills');
const CRYP_KEY_MAP = ['keydown_ONE', 'keydown_TWO', 'keydown_THREE'];
const SKILL_KEY_MAP = ['keydown_Q', 'keydown_W', 'keydown_E', 'keydown_R'];
class Combat extends Phaser.Scene { class Combat extends Phaser.Scene {
constructor() { constructor() {
@ -74,7 +77,6 @@ class Combat extends Phaser.Scene {
} }
this.cryps = []; this.cryps = [];
game.teams.forEach(t => t.cryps.forEach(cryp => this.cryps.push(cryp))); game.teams.forEach(t => t.cryps.forEach(cryp => this.cryps.push(cryp)));
console.log(this.cryps);
// If not animating render static skill / block phase // If not animating render static skill / block phase
if (this.crypTeamRender) { if (this.crypTeamRender) {
this.crypTeamRender.destroy(true); this.crypTeamRender.destroy(true);
@ -90,6 +92,25 @@ class Combat extends Phaser.Scene {
this.log.setText(Array.from(game.log).slice(0, this.logIter).reverse()); this.log.setText(Array.from(game.log).slice(0, this.logIter).reverse());
return this.resolvedIter === game.resolved.length; return this.resolvedIter === game.resolved.length;
} }
crypKeyHandler(cryp, iter) {
if (CRYP_KEY_MAP[iter]) {
this.input.keyboard.removeListener(CRYP_KEY_MAP[iter]);
if (cryp.skills.length > 0) { // check there are cryp skills
this.input.keyboard.on(CRYP_KEY_MAP[iter], () => {
this.registry.set('activeCryp', cryp);
console.log(cryp.cryp.name);
SKILL_KEY_MAP.forEach(k => this.input.keyboard.removeListener(k));
cryp.skills.forEach((skill, i) => {
this.input.keyboard.on(SKILL_KEY_MAP[i], () => {
this.game.events.emit('SET_ACTIVE_SKILL', skill);
skill.setActive();
}, this);
});
}, this);
}
}
}
} }
module.exports = Combat; module.exports = Combat;

0
client/src/scenes/combat.render.js Executable file → Normal file
View File

0
client/src/scenes/constants.js Executable file → Normal file
View File