blast anim, improved random point util
This commit is contained in:
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d232402c49
commit
bd750be110
@ -1,8 +1,10 @@
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const preact = require('preact');
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const preact = require('preact');
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const Attack = require('./anims/attack');
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const Attack = require('./anims/attack');
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const Blast = require('./anims/blast');
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const Strike = require('./anims/strike');
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const Strike = require('./anims/strike');
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// const Test = require('./anims/test');
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const Test = require('./anims/test');
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const AttackCharge = require('./anims/attack.charge');
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const AttackCharge = require('./anims/attack.charge');
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@ -43,6 +45,7 @@ function animations(props) {
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const skill = removeTier(text);
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const skill = removeTier(text);
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switch (skill) {
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switch (skill) {
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case 'Attack': return <Attack id={construct.id} stage={stage} team={player}/>;
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case 'Attack': return <Attack id={construct.id} stage={stage} team={player}/>;
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case 'Blast': return <Blast id={construct.id} stage={stage} team={player}/>;
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case 'StrikeI': return <Strike id={construct.id} stage={stage} team={player}/>;
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case 'StrikeI': return <Strike id={construct.id} stage={stage} team={player}/>;
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default: return text;
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default: return text;
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}
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}
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@ -57,13 +60,13 @@ function animations(props) {
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</div>;
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</div>;
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}
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}
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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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<div class={combatTextClass}>
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<Test id={construct.id} stage={stage} team={player}/>
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<Test id={construct.id} stage={stage} team={player}/>
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</div>
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</div>
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);
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);
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*/
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*/
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return (<div> </div>);
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return (<div> </div>);
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}
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}
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@ -11,7 +11,7 @@ class AttackCharge extends Component {
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super();
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super();
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this.team = props.team;
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this.team = props.team;
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this.colour = props.colour;
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this.colour = props.colour;
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const points = randomPoints(7, 50, 300, 400);
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const points = randomPoints(7, 50, { x: 0, y: 0, width: 300, height: 400 });
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this.charges = points.map(coord => charge(coord[0], coord[1], 6, this.colour));
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this.charges = points.map(coord => charge(coord[0], coord[1], 6, this.colour));
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}
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}
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90
client/src/components/anims/blast.jsx
Normal file
90
client/src/components/anims/blast.jsx
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@ -0,0 +1,90 @@
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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 = '#00aabb';
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const points = randomPoints(8, 60, { x: 0, y: 0, width: 300, height: 400 });
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this.charges = points.map(coord => projectile(coord[0], coord[1], 20, 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="50%" r="70%" fx="50%" fy="50%">
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<stop offset="0%" style="stop-color:rgb(255,255,255);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="0.05" 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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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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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: 100,
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loop: false,
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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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module.exports = AttackCharge;
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@ -2,19 +2,35 @@ const preact = require('preact');
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const { Component } = require('preact');
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const { Component } = require('preact');
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const anime = require('animejs').default;
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const anime = require('animejs').default;
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const charge = require('../svgs/charge');
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const { TIMES } = require('../../constants');
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const { TIMES } = require('../../constants');
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const { randomPoints } = require('../../utils');
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const { randomPoints } = require('../../utils');
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const duration = TIMES.START_SKILL;
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const duration = TIMES.START_SKILL;
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class Attack extends Component {
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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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constructor(props) {
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super();
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super();
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this.props = props;
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this.team = props.team;
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const points = randomPoints(7, 50, 300, 400);
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// this.colour = props.colour;
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const length = 6;
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this.colour = '#00aabb';
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this.charges = points.map(coord => charge(coord[0], coord[1], length, '#a52a2a'));
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const points = randomPoints(8, 60, { x: 0, y: 0, width: 300, height: 400 });
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this.charges = points.map(coord => projectile(coord[0], coord[1], 20, this.colour));
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}
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}
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render() {
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render() {
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@ -25,45 +41,56 @@ class Attack extends Component {
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id="Layer_1"
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id="Layer_1"
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xmlns="http://www.w3.org/2000/svg"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 300 400">
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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="50%" r="70%" fx="50%" fy="50%">
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<stop offset="0%" style="stop-color:rgb(255,255,255);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="0.05" 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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{this.charges}
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</svg>
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</svg>
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);
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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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if (this.props.stage === 'START_SKILL') {
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const charges = document.querySelectorAll('#projectile');
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if (!this.props.team) {
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if (!this.team) {
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anime.set('.skill-anim', {
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anime.set('.skill-anim', {
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rotate: 180,
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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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});
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} else {
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} else {
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anime.set('.skill-anim', {
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anime.set('.skill-anim', {
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rotate: 0,
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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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});
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}
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}
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}
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if (this.props.stage === 'END_SKILL') {
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if (!this.props.team) {
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anime.set('.skill-anim', {
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rotate: 0,
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});
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} else {
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anime.set('.skill-anim', {
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rotate: 180,
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});
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}
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}
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const stageone = document.querySelectorAll('#charge');
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anime({
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anime({
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targets: stageone,
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targets: '.skill-anim',
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fill: '#a52a2a',
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translateY: 0,
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delay: anime.stagger(2),
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translateX: 0,
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loop: true,
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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: 100,
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loop: false,
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duration,
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duration,
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easing: 'easeInQuad',
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easing: 'easeInQuad',
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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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module.exports = Attack;
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module.exports = AttackCharge;
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@ -345,13 +345,19 @@ const TARGET_COLOURS = {
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BROWN: '#583108',
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BROWN: '#583108',
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};
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};
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function randomPoints(numPoints, radius, width, height) {
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function randomPoints(numPoints, radius, dimensions) {
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const {
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x,
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y,
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width,
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height,
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} = dimensions;
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const points = [];
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const points = [];
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let infCheck = 0;
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let infCheck = 0;
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while (points.length < numPoints) {
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while (points.length < numPoints) {
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const c = [
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const c = [
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Math.floor(Math.random() * (width - 2 * radius) + radius),
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Math.floor(Math.random() * (x + width - 2 * radius) + x + radius),
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Math.floor(Math.random() * (height - 2 * radius) + radius),
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Math.floor(Math.random() * (y + height - 2 * radius) + y + radius),
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];
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];
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let overlapping = false;
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let overlapping = false;
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for (let j = 0; j < points.length; j += 1) {
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for (let j = 0; j < points.length; j += 1) {
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@ -368,7 +374,7 @@ function randomPoints(numPoints, radius, width, height) {
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infCheck = 0;
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infCheck = 0;
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} else {
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} else {
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infCheck += 1;
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infCheck += 1;
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if (infCheck > 50) {
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if (infCheck > 100) {
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break;
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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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