fixt
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@ -67,10 +67,9 @@ class CombatSkills extends Phaser.Scene {
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if (!shouldUpdate) return false;
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if (!shouldUpdate) return false;
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this.phase = game.phase;
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if (game.phase === 'Skill') return this.renderSkillPhase(game);
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if (game.phase === 'Skill') return this.renderSkillPhase(game);
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if (game.phase === 'Target') return this.renderTargetPhase(game);
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if (game.phase === 'Target') return this.renderTargetPhase(game);
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return this.scene.sleep();
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}
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}
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renderSkillPhase(game) {
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renderSkillPhase(game) {
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@ -78,8 +77,8 @@ class CombatSkills extends Phaser.Scene {
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const addSkill = (i, j, skill, cryp) => {
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const addSkill = (i, j, skill, cryp) => {
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const skillTextPos = skillTextPosition(i, j + 2);
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const skillTextPos = skillTextPosition(i, j + 2);
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const skillObj = new CrypSkill(scene, skillTextPos[0], skillTextPos[1], skill, cryp);
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const skillObj = new CrypSkill(this, skillTextPos[0], skillTextPos[1], skill, cryp);
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this.add(skillObj);
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this.add.existing(skillObj);
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};
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};
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const team = game.teams.find(t => t.id === account.id);
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const team = game.teams.find(t => t.id === account.id);
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@ -88,7 +87,7 @@ class CombatSkills extends Phaser.Scene {
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const namePos = skillTextPosition(i, 0);
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const namePos = skillTextPosition(i, 0);
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// Draw the cryp name
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// Draw the cryp name
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this.add(new CrypName(scene, namePos[0], namePos[1], cryp));
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this.add.existing(new CrypName(this, namePos[0], namePos[1], cryp));
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// return early if KOd
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// return early if KOd
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if (cryp.hp.base === 0) return true;
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if (cryp.hp.base === 0) return true;
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@ -112,21 +111,21 @@ class CombatSkills extends Phaser.Scene {
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// Draw the cryp name
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// Draw the cryp name
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const namePos = skillTextPosition(i, 0);
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const namePos = skillTextPosition(i, 0);
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this.add(new CrypName(scene, namePos[0], namePos[1], cryp));
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this.add.existing(new CrypName(this, namePos[0], namePos[1], cryp));
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const skillPos = skillTextPosition(i, 2);
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const skillPos = skillTextPosition(i, 2);
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const skillObj = new CrypSkill(scene, skillPos[0], skillPos[1], skill, cryp);
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const skillObj = new CrypSkill(this, skillPos[0], skillPos[1], skill, cryp);
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this.add(skillObj);
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this.add.existing(skillObj);
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});
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});
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return true;
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return true;
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}
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}
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crypKeyHandler(cryp, iter) {
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crypKeyHandler(cryp, i) {
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if (CRYP_KEY_MAP[iter]) {
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if (CRYP_KEY_MAP[i]) {
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this.input.keyboard.removeListener(CRYP_KEY_MAP[iter]);
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this.input.keyboard.removeListener(CRYP_KEY_MAP[i]);
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if (cryp.skills.length > 0) { // check there are cryp skills
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if (cryp.skills.length > 0) { // check there are cryp skills
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this.input.keyboard.on(CRYP_KEY_MAP[iter], () => {
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this.input.keyboard.on(CRYP_KEY_MAP[i], () => {
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SKILL_KEY_MAP.forEach(k => this.input.keyboard.removeListener(k));
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SKILL_KEY_MAP.forEach(k => this.input.keyboard.removeListener(k));
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cryp.skills.forEach((skill, i) => {
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cryp.skills.forEach((skill, i) => {
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this.input.keyboard.on(SKILL_KEY_MAP[i], () => {
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this.input.keyboard.on(SKILL_KEY_MAP[i], () => {
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