laser anim for attack and strike

This commit is contained in:
Mashy 2019-06-21 13:18:30 +10:00
parent bd750be110
commit d9184dea0a
3 changed files with 103 additions and 69 deletions

View File

@ -44,9 +44,9 @@ function animations(props) {
} else if (stage === 'END_SKILL') {
const skill = removeTier(text);
switch (skill) {
case 'Attack': return <Attack id={construct.id} stage={stage} team={player}/>;
case 'Attack': return <Strike id={construct.id} stage={stage} team={player} colour={colours.white}/>;
case 'Blast': return <Blast id={construct.id} stage={stage} team={player}/>;
case 'StrikeI': return <Strike id={construct.id} stage={stage} team={player}/>;
case 'Strike': return <Strike id={construct.id} stage={stage} team={player} colour={colours.red}/>;
default: return text;
}
}
@ -60,13 +60,11 @@ function animations(props) {
</div>;
}
/* return (
/*return (
<div class={combatTextClass}>
<Test id={construct.id} stage={stage} team={player}/>
</div>
);
*/
);*/
return (<div>&nbsp;</div>);
}

View File

@ -6,17 +6,37 @@ const { TIMES } = require('../../constants');
const duration = TIMES.START_SKILL;
function laser(dimensions, colour) {
const { x, y, length } = dimensions;
return (
<rect
width="18"
height={length}
x={x}
y={y}
fill="url(#grad1)"
stroke-width="2"
stroke={colour}
filter="url(#explosion)"
/>
);
}
class Strike extends Component {
constructor(props) {
super();
this.props = props;
const points = [];
for (let i = 0; i <= 70; i += 1) {
const x = Math.floor(300 * Math.random());
const y = Math.floor(400 * Math.random());
points.push([x, y]);
this.circles = points.map((coord, j) => <circle key={j} cx={coord[0]} cy={coord[1]} r="7" stroke="#a52a2a" fill="#a52a2a" />);
}
this.team = props.team;
// this.colour = props.colour;
this.colour = props.colour;
const coord = [0, 100, 200];
const points = coord.map(pos => ({
x: pos + Math.random() * 80,
y: 50 + Math.random() * 100,
length: 150 + Math.random() * 100,
}));
this.charges = points.map(pos => laser(pos, this.colour));
}
render() {
@ -27,42 +47,57 @@ class Strike extends Component {
id="Layer_1"
xmlns="http://www.w3.org/2000/svg"
viewBox="0 0 300 400">
{this.circles}
// {this.charges}
<defs>
<radialGradient id="grad1" cx="50%" cy="0%" r="85%" fx="50%" fy="50%">
<stop offset="0%" style="stop-color:#dba9a9;stop-opacity:0.6" />
<stop offset="100%" style={`stop-color:${this.colour};stop-opacity:1`} />
</radialGradient>
</defs>
<filter id="explosion">
<feGaussianBlur stdDeviation="4"/>
<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="3" result="turbulence"/>
<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="A" yChannelSelector="A"/>
</filter>
{this.charges}
</svg>
);
}
componentDidMount() {
let y = -100;
const daggers = document.querySelectorAll('.skill-anim circle');
if (this.props.stage === 'START_SKILL') {
if (!this.props.team) {
anime.set('.skill-anim', {
rotate: 180,
});
} else {
anime.set('.skill-anim', {
rotate: 0,
});
}
if (!this.props.team) {
anime.set('.skill-anim', {
rotate: Math.random() * 180 + 90,
});
} else {
anime.set('.skill-anim', {
rotate: Math.random() * 180 + 270,
});
}
anime.set('.skill-anim', {
translateY: -200,
translateX: 0,
});
anime.set('#explosion feDisplacementMap', {
scale: 1,
});
if (this.props.stage === 'END_SKILL') {
if (!this.props.team) {
anime.set('.skill-anim', {
rotate: 0,
});
} else {
anime.set('.skill-anim', {
rotate: 180,
});
}
}
anime({
targets: daggers,
cx: 150,
cy: y,
targets: '.skill-anim',
translateY: 0,
translateX: 0,
loop: false,
duration: (duration * 1 / 2),
easing: 'easeInQuad',
});
anime({
targets: '#explosion feDisplacementMap',
scale: 200,
loop: false,
delay: (duration * 1 / 4),
duration,
easing: 'easeInQuad',
});

View File

@ -3,21 +3,21 @@ const { Component } = require('preact');
const anime = require('animejs').default;
const { TIMES } = require('../../constants');
const { randomPoints } = require('../../utils');
const duration = TIMES.START_SKILL;
function projectile(x, y, radius, colour) {
function laser(dimensions, colour) {
const { x, y, length } = dimensions;
return (
<circle
cx={x}
cy={y}
r={radius}
<rect
width="18"
height={length}
x={x}
y={y}
fill="url(#grad1)"
stroke-width="2"
stroke={colour}
id="projectile"
filter="url(#explosion)"
/>
);
@ -28,9 +28,15 @@ class AttackCharge extends Component {
super();
this.team = props.team;
// this.colour = props.colour;
this.colour = '#00aabb';
const points = randomPoints(8, 60, { x: 0, y: 0, width: 300, height: 400 });
this.charges = points.map(coord => projectile(coord[0], coord[1], 20, this.colour));
this.colour = '#a52a2a';
const coord = [0, 100, 200];
const points = coord.map(pos => ({
x: pos + Math.random() * 80,
y: 50 + Math.random() * 100,
length: 150 + Math.random() * 100,
}));
this.charges = points.map(pos => laser(pos, this.colour));
}
render() {
@ -43,14 +49,14 @@ class AttackCharge extends Component {
viewBox="0 0 300 400">
// {this.charges}
<defs>
<radialGradient id="grad1" cx="50%" cy="50%" r="70%" fx="50%" fy="50%">
<stop offset="0%" style="stop-color:rgb(255,255,255);stop-opacity:0.6" />
<radialGradient id="grad1" cx="50%" cy="0%" r="85%" fx="50%" fy="50%">
<stop offset="0%" style="stop-color:#dba9a9;stop-opacity:0.6" />
<stop offset="100%" style={`stop-color:${this.colour};stop-opacity:1`} />
</radialGradient>
</defs>
<filter id="explosion">
<feGaussianBlur stdDeviation="4"/>
<feTurbulence type="turbulence" baseFrequency="0.05" numOctaves="3" result="turbulence"/>
<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="3" result="turbulence"/>
<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="A" yChannelSelector="A"/>
</filter>
@ -60,20 +66,14 @@ class AttackCharge extends Component {
}
componentDidMount() {
const charges = document.querySelectorAll('#projectile');
if (!this.team) {
anime.set('.skill-anim', {
rotate: 90,
translateY: -200,
translateX: 0,
});
} else {
anime.set('.skill-anim', {
rotate: 90,
translateY: -200,
translateX: 0,
});
}
anime.set('.skill-anim', {
rotate: 90,
translateY: -200,
translateX: 0,
});
anime.set('#explosion feDisplacementMap', {
scale: 1,
});
anime({
targets: '.skill-anim',
@ -85,8 +85,9 @@ class AttackCharge extends Component {
});
anime({
targets: '#explosion feDisplacementMap',
scale: 100,
scale: 200,
loop: false,
delay: (duration * 1 / 4),
duration,
easing: 'easeInQuad',
});