qds bullshit

This commit is contained in:
ntr 2018-12-05 15:48:53 +11:00
parent 797cdf47e2
commit c226e8b933

View File

@ -1,6 +1,10 @@
const Phaser = require('phaser');
const { TEXT, POSITIONS: { COMBAT } } = require('./constants');
const CRYP_KEY_MAP = ['keydown_ONE', 'keydown_TWO', 'keydown_THREE'];
const SKILL_KEY_MAP = ['keydown_Q', 'keydown_W', 'keydown_E', 'keydown_R'];
const calcMargin = () => {
const CRYP_MARGIN = COMBAT.height() / 5;
const TEXT_MARGIN = COMBAT.height() / 35;
@ -17,10 +21,15 @@ const skillTextPosition = (crypIter, skillIter) => {
return [skillTextX, skillTextY];
};
class CrypName extends Phaser.GameObjects.Text {
constructor(scene, x, y, cryp) {
super(scene, x, y, cryp.name, TEXT.HEADER);
}
}
class CrypSkill extends Phaser.GameObjects.Text {
constructor(scene, x, y, skill, cryp) {
// Avatar will be a property of cryp
if (skill) {
const CD_TEXT = skill.cd ? `(${skill.cd}T)` : '';
const SKILL_TEXT = `${skill.skill} ${CD_TEXT}`;
super(scene, x, y, SKILL_TEXT, TEXT.NORMAL);
@ -28,9 +37,6 @@ class CrypSkill extends Phaser.GameObjects.Text {
this.skill = skill;
this.scene = scene;
this.setInteractive();
} else {
super(scene, x, y, cryp.name, TEXT.HEADER);
}
}
clickHandler() {
@ -43,81 +49,80 @@ class CombatSkills extends Phaser.Scene {
super({ key: 'CombatSkills' });
}
create(game) {
create() {
this.registry.events.on('changedata', this.updateData, this);
this.input.on('pointerup', (pointer, obj) => {
if (obj[0] instanceof CrypSkill) {
obj[0].clickHandler();
}
});
this.skills = this.add.group();
this.account = this.registry.get('account');
// this.drawSkills(game);
return true;
}
updateData(parent, key, data) {
if (key === 'game') {
if (!data) return false;
const isAnimating = this.registry.get('gameAnimating');
if (isAnimating) return false;
// this.drawSkills(data);
if (key === 'game' && data) {
this.renderSkills(data);
}
return true;
}
drawSkills(game) {
// const addKeys = (game.phase === 'Skill' && !team) || (game.phase === 'Target' && team);
const renderSkills = (scene, cryp, iter) => {
const skillList = [];
// If the cryps have been spawned already put the skills in a corresponding pos
const namePos = skillTextPosition(iter, 0);
const addSkill = (skill, i) => {
// Draw skill group name as part of the "skill class" so we can destroy it later
if (i === 0) this.skills.add(this.add.existing(new CrypSkill(scene, namePos[0], namePos[1], false, cryp)));
const skillTextPos = skillTextPosition(iter, i + 2);
renderSkills(game) {
const shouldUpdate = game.phase !== this.phase;
if (!shouldUpdate) return false;
if (game.phase === 'Skill') return this.renderSkillPhase(game);
if (game.phase === 'Target') return this.renderTargetPhase(game);
return this.scene.sleep();
}
renderSkillPhase(game) {
const { account, scene } = this;
const addSkill = (i, j, skill, cryp) => {
const skillTextPos = skillTextPosition(i, j + 2);
const skillObj = new CrypSkill(scene, skillTextPos[0], skillTextPos[1], skill, cryp);
group.add(scene.add.existing(skillObj));
skillList.push(skillObj);
this.add(skillObj);
};
if (game.phase === 'Skill' && cryp.account === scene.account.id) {
const team = game.teams.find(t => t.id === account.id);
team.cryps.forEach((cryp, i) => {
const namePos = skillTextPosition(i, 0);
// Draw the cryp name
this.add(new CrypName(scene, namePos[0], namePos[1], cryp));
// return early if KOd
if (cryp.hp.base === 0) return true;
cryp.skills.forEach(addSkill);
} else if (game.phase === 'Target' && cryp.account !== scene.account.id) {
const blockSkill = game.stack.find(skill => skill.source_cryp_id === cryp.id);
// cryp not casting this turn
if (!blockSkill) return false;
addSkill(blockSkill, 0);
}
// draw the skills
cryp.skills.forEach((skill, j) => addSkill(i, j, skill, cryp));
return true;
};
});
const allyTeam = game.teams.find(t => t.id === this.account.id);
// in future there will be more than one
const [enemyTeam] = game.teams.filter(t => t.id !== this.account.id);
allyTeam.cryps.forEach((cryp, i) => renderSkills(cryp, i, 0));
if (!enemyTeam) return false;
enemyTeam.cryps.forEach((cryp, i) => renderSkills(cryp, i, 1));
renderSkills(this, this.skills, cryp, game, crypObj.iter);
return true
return true;
}
cleanUp() {
this.registry.events.off('changedata', this.updateData, this);
this.scene.remove();
}
renderBlockPhase(game) {
const { account, scene } = this;
const skills = game.stack.find(skill => skill.target_team_id === account.id);
skills.forEach((skill, i) => {
const cryp = game.teams.find(t => t.cryps.find(c => c.id === skill.source_cryp_id));
// Draw the cryp name
const namePos = skillTextPosition(i, 0);
this.add(new CrypName(scene, namePos[0], namePos[1], cryp));
const skillPos = skillTextPosition(i, 2);
const skillObj = new CrypSkill(scene, skillPos[0], skillPos[1], skill, cryp);
this.add(skillObj);
});
return true;
}
module.exports = CombatSkills;
/* clearSkills() {
// console.log(this.scene.gameStart);
this.children.entries.filter(obj => obj instanceof CrypSkill).forEach(obj => obj.destroy());
}
*/
/* crypKeyHandler(cryp, iter) {
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
@ -133,10 +138,7 @@ module.exports = CombatSkills;
}
}
return true;
}*/
}
}
/*// has the phase changed?
const phaseChange = (this.registry.get('gamePhase') === game.phase);
if (phaseChange) return false;
this.registry.set('gamePhase', game.phase);
this.combatCryps.update(game);*/
module.exports = CombatSkills;