stam -> stamina
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4e0f2d90b0
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bcc3079f73
@ -28,6 +28,7 @@ const addState = connect(
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function renderBody(props) {
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function renderBody(props) {
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const { game, setGame, account } = props;
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const { game, setGame, account } = props;
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console.log('grep');
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if (game) {
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if (game) {
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return (
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return (
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<div>
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<div>
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@ -66,9 +67,7 @@ function renderBody(props) {
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</div>
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</div>
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</section>
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</section>
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);
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);
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} else {
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} return <div>not ready</div>;
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return <div>not ready</div>;
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}
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}
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}
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module.exports = addState(renderBody);
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module.exports = addState(renderBody);
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4
client/src/components/cryp.list.container.js
Normal file → Executable file
4
client/src/components/cryp.list.container.js
Normal file → Executable file
@ -20,7 +20,9 @@ const addState = connect(
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return false;
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return false;
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}
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}
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return { cryps, sendGamePve, sendGamePvp, activeItem, sendItemUse };
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return {
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cryps, sendGamePve, sendGamePvp, activeItem, sendItemUse,
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};
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}
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}
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);
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);
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@ -27,8 +27,8 @@ function CrypList({
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</div>
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</div>
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</div>
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</div>
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<div className="has-text-centered">{cryp.hp.value} / {cryp.stam.value} HP </div>
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<div className="has-text-centered">{cryp.hp.value} / {cryp.stamina.value} HP </div>
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<progress className="progress is-dark" value={cryp.hp.value} max={cryp.stam.value}></progress>
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<progress className="progress is-dark" value={cryp.hp.value} max={cryp.stamina.value}></progress>
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<div className="has-text-centered">{cryp.xp} / {Math.pow(2, cryp.lvl + 1)} XP </div>
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<div className="has-text-centered">{cryp.xp} / {Math.pow(2, cryp.lvl + 1)} XP </div>
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<progress className="progress is-dark" value={cryp.xp} max={Math.pow(2, cryp.lvl + 1)}></progress>
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<progress className="progress is-dark" value={cryp.xp} max={Math.pow(2, cryp.lvl + 1)}></progress>
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@ -78,8 +78,8 @@ function GamePanel(props) {
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</div>
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</div>
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</div>
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</div>
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<div className="has-text-centered">{cryp.hp.value} / {cryp.stam.value} HP </div>
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<div className="has-text-centered">{cryp.hp.value} / {cryp.stamina.value} HP </div>
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<progress className="progress is-dark" value={cryp.hp.value} max={cryp.stam.value}></progress>
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<progress className="progress is-dark" value={cryp.hp.value} max={cryp.stamina.value}></progress>
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<div className="has-text-centered">{cryp.xp} / {Math.pow(2, cryp.lvl + 1)} XP </div>
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<div className="has-text-centered">{cryp.xp} / {Math.pow(2, cryp.lvl + 1)} XP </div>
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<progress className="progress is-dark" value={cryp.xp} max={Math.pow(2, cryp.lvl + 1)}></progress>
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<progress className="progress is-dark" value={cryp.xp} max={Math.pow(2, cryp.lvl + 1)}></progress>
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@ -120,8 +120,8 @@ function GamePanel(props) {
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</div>
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</div>
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</div>
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</div>
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<div className="has-text-centered">{cryp.hp.value} / {cryp.stam.value} HP </div>
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<div className="has-text-centered">{cryp.hp.value} / {cryp.stamina.value} HP </div>
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<progress className="progress is-dark" value={cryp.hp.value} max={cryp.stam.value}></progress>
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<progress className="progress is-dark" value={cryp.hp.value} max={cryp.stamina.value}></progress>
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<div className="has-text-centered">{cryp.xp} / {Math.pow(2, cryp.lvl + 1)} XP </div>
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<div className="has-text-centered">{cryp.xp} / {Math.pow(2, cryp.lvl + 1)} XP </div>
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<progress className="progress is-dark" value={cryp.xp} max={Math.pow(2, cryp.lvl + 1)}></progress>
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<progress className="progress is-dark" value={cryp.xp} max={Math.pow(2, cryp.lvl + 1)}></progress>
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@ -6,10 +6,10 @@ const PhaserPassives = require('./phaser.passives');
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const addState = connect(
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const addState = connect(
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function receiveState(state) {
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function receiveState(state) {
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const {
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const {
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game, activeSkill, activeIncoming, account,
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game, account,
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} = state;
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} = state;
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return {
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return {
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game, activeSkill, activeIncoming, account,
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game, account,
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};
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};
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}
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}
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);
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);
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@ -20,6 +20,24 @@ class PhaserInstance extends preact.Component {
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this.props = props;
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this.props = props;
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}
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}
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componentWillReceiveProps(nextProps) {
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const playerTeam = nextProps.game.teams.find(t => t.id === nextProps.account.id);
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const otherTeams = nextProps.game.teams.filter(t => t.id !== nextProps.account.id);
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if (playerTeam && otherTeams[0] && this.PhaserCombat.loaded) {
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this.PhaserCombat.setPlayerOneHp(`${playerTeam.cryps[0].hp.value.toString()} / ${playerTeam.cryps[0].stamina.value.toString()} HP`);
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this.PhaserCombat.setPlayerTwoHp(`${otherTeams[0].cryps[0].hp.value.toString()} / ${otherTeams[0].cryps[0].stamina.value.toString()} HP`);
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if (playerTeam.cryps[0].hp.value === 0) {
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// this.PhaserCombat.skills('blast', 400, -150);
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this.PhaserCombat.skills('chargeBall', 'green', 400, -250);
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} else if (otherTeams[0].cryps[0].hp.value === 0) {
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// this.PhaserCombat.skills('blast', 180, 150);
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this.PhaserCombat.skills('chargeBall', 'green', 180, 250);
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}
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}
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}
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componentDidMount() {
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componentDidMount() {
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// now mounted, can freely modify the DOM:
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// now mounted, can freely modify the DOM:
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this.PhaserPassives = new PhaserPassives();
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this.PhaserPassives = new PhaserPassives();
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@ -27,6 +27,7 @@ class PassiveNode extends Phaser.GameObjects.Sprite {
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for (let i = 0; i < this.scene.passiveNodes.length; i += 1) {
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for (let i = 0; i < this.scene.passiveNodes.length; i += 1) {
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if (this.scene.passiveNodes[i].id === this.id) {
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if (this.scene.passiveNodes[i].id === this.id) {
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this.scene.passiveNodes[i].alloc = this.alloc;
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this.scene.passiveNodes[i].alloc = this.alloc;
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break;
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}
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}
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}
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}
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this.scene.drawPassiveEdges();
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this.scene.drawPassiveEdges();
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@ -5,6 +5,7 @@ const PhaserCombat = require('./phaser.combat');
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const addState = connect(
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const addState = connect(
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function receiveState(state) {
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function receiveState(state) {
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console.log('grep');
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const {
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const {
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game, activeSkill, activeIncoming, account,
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game, activeSkill, activeIncoming, account,
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} = state;
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} = state;
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@ -25,8 +26,8 @@ class PhaserInstance extends preact.Component {
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const otherTeams = nextProps.game.teams.filter(t => t.id !== nextProps.account.id);
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const otherTeams = nextProps.game.teams.filter(t => t.id !== nextProps.account.id);
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if (playerTeam && otherTeams[0] && this.PhaserCombat.loaded) {
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if (playerTeam && otherTeams[0] && this.PhaserCombat.loaded) {
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this.PhaserCombat.setPlayerOneHp(`${playerTeam.cryps[0].hp.value.toString()} / ${playerTeam.cryps[0].stam.value.toString()} HP`);
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this.PhaserCombat.setPlayerOneHp(`${playerTeam.cryps[0].hp.value.toString()} / ${playerTeam.cryps[0].stamina.value.toString()} HP`);
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this.PhaserCombat.setPlayerTwoHp(`${otherTeams[0].cryps[0].hp.value.toString()} / ${otherTeams[0].cryps[0].stam.value.toString()} HP`);
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this.PhaserCombat.setPlayerTwoHp(`${otherTeams[0].cryps[0].hp.value.toString()} / ${otherTeams[0].cryps[0].stamina.value.toString()} HP`);
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if (playerTeam.cryps[0].hp.value === 0) {
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if (playerTeam.cryps[0].hp.value === 0) {
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// this.PhaserCombat.skills('blast', 400, -150);
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// this.PhaserCombat.skills('blast', 400, -150);
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@ -40,6 +41,7 @@ class PhaserInstance extends preact.Component {
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componentDidMount() {
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componentDidMount() {
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// now mounted, can freely modify the DOM:
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// now mounted, can freely modify the DOM:
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console.log('grep');
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this.PhaserCombat = new PhaserCombat();
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this.PhaserCombat = new PhaserCombat();
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const config = {
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const config = {
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type: Phaser.DOM.FILL,
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type: Phaser.DOM.FILL,
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@ -58,6 +60,7 @@ class PhaserInstance extends preact.Component {
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}
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}
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render() {
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render() {
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console.log('grep');
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return (
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return (
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<div id="phaser-example" style="overflow: hidden;">
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<div id="phaser-example" style="overflow: hidden;">
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</div>
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</div>
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