added chaos and heal
This commit is contained in:
parent
d9184dea0a
commit
b1b37fc0b6
@ -1,9 +1,9 @@
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const preact = require('preact');
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const Attack = require('./anims/attack');
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const Blast = require('./anims/blast');
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const Heal = require('./anims/heal');
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const Strike = require('./anims/strike');
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const Chaos = require('./anims/chaos');
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const Test = require('./anims/test');
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const AttackCharge = require('./anims/attack.charge');
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@ -47,6 +47,9 @@ function animations(props) {
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case 'Attack': return <Strike id={construct.id} stage={stage} team={player} colour={colours.white}/>;
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case 'Blast': return <Blast id={construct.id} stage={stage} team={player}/>;
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case 'Strike': return <Strike id={construct.id} stage={stage} team={player} colour={colours.red}/>;
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case 'Chaos': return <Chaos id={construct.id} team={player} colour={colours.purple}/>;
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case 'Heal': return <Heal id={construct.id} stage={stage} team={player} colour={colours.red}/>;
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default: return text;
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}
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}
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@ -59,13 +62,12 @@ function animations(props) {
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{combatAnim}
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</div>;
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}
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/*return (
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/* return (
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<div class={combatTextClass}>
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<Test id={construct.id} stage={stage} team={player}/>
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</div>
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);*/
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return (<div> </div>);
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);
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*/ return (<div> </div>);
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}
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module.exports = animations;
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@ -60,11 +60,19 @@ class AttackCharge 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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rotate: 90,
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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: 1,
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});
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@ -72,7 +80,6 @@ class AttackCharge extends Component {
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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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duration: (duration * 1 / 2),
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easing: 'easeInQuad',
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108
client/src/components/anims/chaos.jsx
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108
client/src/components/anims/chaos.jsx
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@ -0,0 +1,108 @@
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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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const { randomPoints } = require('../../utils');
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const duration = TIMES.START_SKILL;
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function projectile(x, y, radius, colour) {
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return (
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<circle
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cx={x}
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cy={y}
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r={radius}
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fill="url(#grad1)"
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stroke-width="2"
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stroke={colour}
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id="projectile"
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filter="url(#explosion)"
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/>
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);
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}
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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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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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}
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render() {
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return (
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<svg
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class={'skill-anim'}
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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">
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// {this.charges}
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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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</radialGradient>
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</defs>
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<filter id="explosion">
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<feGaussianBlur stdDeviation="4"/>
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="3" result="turbulence"/>
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<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="A" yChannelSelector="A"/>
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</filter>
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{this.charges}
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</svg>
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);
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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: 1,
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});
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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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duration: (duration * 2 / 3),
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easing: 'easeInQuad',
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});
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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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duration: (duration * 1 / 3),
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easing: 'easeInQuad',
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});
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const projectiles = document.querySelectorAll('#projectile');
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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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duration: (duration * 2 / 3),
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easing: 'easeInQuad',
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}));
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}
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}
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module.exports = AttackCharge;
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106
client/src/components/anims/heal.jsx
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106
client/src/components/anims/heal.jsx
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@ -0,0 +1,106 @@
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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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const { randomPoints } = require('../../utils');
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const duration = TIMES.START_SKILL;
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function projectile(x, y, radius, colour) {
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return (
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<circle
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cx={x}
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cy={y}
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r={radius}
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fill="url(#grad1)"
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stroke-width="2"
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stroke={colour}
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id="projectile"
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filter="url(#explosion)"
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/>
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);
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}
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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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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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}
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render() {
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return (
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<svg
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class={'skill-anim'}
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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">
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// {this.charges}
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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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</radialGradient>
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</defs>
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<filter id="explosion">
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<feGaussianBlur stdDeviation="4"/>
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="3" result="turbulence"/>
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<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="A" yChannelSelector="A"/>
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</filter>
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{this.charges}
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</svg>
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);
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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({
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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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duration: (duration * 1 / 2),
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easing: 'easeInQuad',
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});
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anime({
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targets: '#explosion feDisplacementMap',
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scale: 1,
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loop: false,
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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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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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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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module.exports = Heal;
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@ -83,8 +83,6 @@ class Strike extends Component {
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scale: 1,
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});
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anime({
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targets: '.skill-anim',
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translateY: 0,
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@ -3,21 +3,21 @@ 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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const { randomPoints } = require('../../utils');
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const duration = TIMES.START_SKILL;
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function laser(dimensions, colour) {
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const { x, y, length } = dimensions;
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function projectile(x, y, radius, colour) {
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return (
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<rect
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width="18"
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height={length}
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x={x}
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y={y}
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<circle
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cx={x}
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cy={y}
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r={radius}
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fill="url(#grad1)"
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stroke-width="2"
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stroke={colour}
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id="projectile"
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filter="url(#explosion)"
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/>
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);
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@ -28,15 +28,9 @@ class AttackCharge extends Component {
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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 = '#a52a2a';
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const coord = [0, 100, 200];
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const points = coord.map(pos => ({
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x: pos + Math.random() * 80,
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y: 50 + Math.random() * 100,
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length: 150 + Math.random() * 100,
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}));
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this.charges = points.map(pos => laser(pos, this.colour));
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this.colour = '#A25AC1';
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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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}
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render() {
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@ -66,8 +60,16 @@ class AttackCharge 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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rotate: 90,
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translateY: -200,
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translateX: 0,
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});
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@ -80,17 +82,26 @@ class AttackCharge extends Component {
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translateY: 0,
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translateX: 0,
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loop: false,
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duration: (duration * 1 / 2),
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duration,
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easing: 'easeInQuad',
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});
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anime({
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targets: '#explosion feDisplacementMap',
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scale: 200,
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scale: 75,
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loop: false,
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delay: (duration * 1 / 4),
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duration,
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delay: (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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const projectiles = document.querySelectorAll('#projectile');
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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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duration,
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easing: 'easeInQuad',
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}));
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}
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}
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