fix targetting arrows
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da9736256e
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@ -96,16 +96,13 @@ class ConstructAvatar extends Component {
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}
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}
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function ConstructText(props) {
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function ConstructName(props) {
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const { construct } = props;
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if (!construct) return false;
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const text = construct.name;
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return <h3 class={'name'}><span>{text}</span></h3>;
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return <h3 class={'name'}><span>{construct.name}</span></h3>;
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}
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module.exports = {
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ConstructAvatar: addState(ConstructAvatar),
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ConstructText,
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ConstructName,
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};
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@ -2,7 +2,7 @@ const preact = require('preact');
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const { connect } = require('preact-redux');
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const range = require('lodash/range');
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const { ConstructAvatar, ConstructText } = require('./construct');
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const { ConstructAvatar, ConstructName } = require('./construct');
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const SkillBtn = require('./game.construct.skill.btn');
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const ConstructAnimationText = require('./game.construct.anim.text');
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@ -82,7 +82,7 @@ class GameConstruct extends preact.Component {
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<div class="right">
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<ConstructLife construct={construct} />
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<ConstructAvatar construct={construct} />
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<ConstructText construct={construct} />
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<ConstructName construct={construct} />
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<ConstructAnimationText construct={construct} />
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</div>
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</div>
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@ -31,7 +31,6 @@ class TargetSvg extends Component {
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if (newProps.game !== this.props.game) return true;
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if (newProps.account !== this.props.account) return true;
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if (newProps.animating !== this.props.animating) return true;
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if (newProps.animSkill !== this.props.animSkill) return true;
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if (newProps.gameEffectInfo !== this.props.gameEffectInfo) return true;
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if (newProps.tutorialGame !== this.props.tutorialGame) return true;
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if (newState.width !== this.state.width) return true;
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@ -44,12 +43,9 @@ class TargetSvg extends Component {
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// Changing State Variables
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account,
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animating,
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animSkill,
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game,
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gameEffectInfo,
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tutorialGame,
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// Static
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itemInfo,
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} = props;
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const { width, height } = state;
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@ -87,14 +83,14 @@ class TargetSvg extends Component {
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const otherTeam = game.players.find(t => t.id !== account.id);
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const playerTeamIds = playerTeam.constructs.map(c => c.id);
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const outgoing = game.stack.filter(stack => playerTeamIds.includes(stack.source_construct_id));
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const outgoing = game.stack.filter(stack => stack.player === account.id);
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function getPath(cast) {
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const source = playerTeam.constructs.findIndex(c => c.id === cast.source_construct_id);
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const defensive = playerTeamIds.includes(cast.target_construct_id);
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const source = playerTeam.constructs.findIndex(c => c.id === cast.source);
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const defensive = playerTeamIds.includes(cast.target);
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const target = defensive
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? playerTeam.constructs.findIndex(c => c.id === cast.target_construct_id)
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: otherTeam.constructs.findIndex(c => c.id === cast.target_construct_id);
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? playerTeam.constructs.findIndex(c => c.id === cast.target)
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: otherTeam.constructs.findIndex(c => c.id === cast.target);
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const skillNumber = window.innerWidth <= 800 // mobile styling trigger
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? playerTeam.constructs[source].skills.findIndex(s => s.skill === cast.skill)
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@ -83,11 +83,11 @@ function registerEvents(store) {
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if (animating) return false;
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if (game && currentGame) {
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if (game.resolved.length !== currentGame.resolved.length) {
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if (game.events.length !== currentGame.events.length) {
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store.dispatch(actions.setAnimating(true));
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store.dispatch(actions.setGameSkillInfo(null));
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// stop fetching the game state til animations are done
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const newRes = game.resolved.slice(currentGame.resolved.length);
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const newRes = game.events[currentGame.events.length];
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return eachSeries(newRes, (r, cb) => {
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if (!r.event) return cb();
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let timeout = animations.getTime(r.stages);
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