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This commit is contained in:
parent
fa4793f5eb
commit
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@ -1,156 +1,156 @@
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const Phaser = require('phaser');
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const Phaser = require('phaser');
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const { POSITIONS: { COMBAT }, DELAYS } = require('./constants');
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const { POSITIONS: { COMBAT }, DELAYS } = require('./constants');
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const randomColour = () => {
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const randomColour = () => {
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const colours = ['green', 'blue', 'red', 'white', 'yellow'];
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const colours = ['green', 'blue', 'red', 'white', 'yellow'];
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return colours[Math.floor(Math.random() * 5)];
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return colours[Math.floor(Math.random() * 5)];
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};
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};
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const animationParams = (isAlly) => {
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const animationParams = (isAlly) => {
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const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const speed = isAlly ? 250 : -250;
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const speed = isAlly ? 250 : -250;
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const img = randomColour();
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const img = randomColour();
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const angleMin = isAlly ? 320 : 180;
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const angleMin = isAlly ? 320 : 180;
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const angleMax = isAlly ? 360 : 220;
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const angleMax = isAlly ? 360 : 220;
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return { spawnLocation, speed, img, angleMin, angleMax };
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return { spawnLocation, speed, img, angleMin, angleMax };
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};
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};
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class CombatSkills extends Phaser.GameObjects.Group {
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class CombatSkills extends Phaser.GameObjects.Group {
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constructor(scene) {
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constructor(scene) {
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super(scene);
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super(scene);
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this.scene = scene;
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this.scene = scene;
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}
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}
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wall(isAlly) {
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wall(isAlly) {
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const lifespan = DELAYS.EFFECT_DURATION;
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const lifespan = DELAYS.EFFECT_DURATION;
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const { spawnLocation, speed, img } = animationParams(isAlly);
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const { spawnLocation, speed, img } = animationParams(isAlly);
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const particles = this.scene.add.particles(img);
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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const emitter = particles.createEmitter({
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x: spawnLocation,
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x: spawnLocation,
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y: { min: COMBAT.height() * 0.2, max: COMBAT.height() * 0.5 },
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y: { min: COMBAT.height() * 0.2, max: COMBAT.height() * 0.5 },
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speedX: { min: speed, max: speed * 2 },
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speedX: { min: speed, max: speed * 2 },
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scale: { start: 0.4, end: 0 },
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scale: { start: 0.4, end: 0 },
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quantity: 4,
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quantity: 4,
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blendMode: 'ADD',
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blendMode: 'ADD',
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lifespan,
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lifespan,
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});
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});
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this.add(particles);
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this.add(particles);
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this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this.scene);
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this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this.scene);
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}
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}
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spit(isAlly) {
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spit(isAlly) {
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const lifespan = DELAYS.EFFECT_DURATION;
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const lifespan = DELAYS.EFFECT_DURATION;
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const { spawnLocation, speed, img, angleMin, angleMax } = animationParams(isAlly);
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const { spawnLocation, speed, img, angleMin, angleMax } = animationParams(isAlly);
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const particles = this.scene.add.particles(img);
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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const emitter = particles.createEmitter({
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x: spawnLocation,
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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y: COMBAT.height() * 0.35,
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angle: { min: angleMin, max: angleMax },
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angle: { min: angleMin, max: angleMax },
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speed: speed * 2,
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speed: speed * 2,
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scale: { start: 0.4, end: 1 },
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scale: { start: 0.4, end: 1 },
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gravityY: 250,
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gravityY: 25,
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quantity: 4,
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quantity: 4,
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blendMode: 'ADD',
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blendMode: 'ADD',
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lifespan,
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lifespan,
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});
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});
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this.add(particles);
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this.add(particles);
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this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this);
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this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this);
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}
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}
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gravBomb(isAlly) {
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gravBomb(isAlly) {
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const lifespan = DELAYS.EFFECT_DURATION;
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const lifespan = DELAYS.EFFECT_DURATION;
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const { spawnLocation, img } = animationParams(isAlly);
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const { spawnLocation, img } = animationParams(isAlly);
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const particles = this.scene.add.particles(img);
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const particles = this.scene.add.particles(img);
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const location = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const location = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const well = particles.createGravityWell({
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const well = particles.createGravityWell({
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x: location,
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x: location,
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y: COMBAT.height() * 0.25,
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y: COMBAT.height() * 0.25,
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power: 4,
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power: 4,
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gravity: 500,
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gravity: 500,
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});
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});
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this.emitter = particles.createEmitter({
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this.emitter = particles.createEmitter({
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x: spawnLocation,
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x: spawnLocation,
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y: COMBAT.height() * 0.25,
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y: COMBAT.height() * 0.25,
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speed: 1000,
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speed: 1000,
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scale: { start: 0.7, end: 1 },
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scale: { start: 0.7, end: 1 },
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blendMode: 'ADD',
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blendMode: 'ADD',
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lifespan,
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lifespan,
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});
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});
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this.add(particles);
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this.add(particles);
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this.scene.time.delayedCall(lifespan, () => { this.emitter.stop(); well.active = false; }, [], this.scene);
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this.scene.time.delayedCall(lifespan, () => { this.emitter.stop(); well.active = false; }, [], this.scene);
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}
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}
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gravBlast(isAlly) {
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gravBlast(isAlly) {
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const lifespan = DELAYS.EFFECT_DURATION;
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const lifespan = DELAYS.EFFECT_DURATION;
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const WELL_END = lifespan / 2;
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const WELL_END = lifespan / 2;
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const img = randomColour();
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const img = randomColour();
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const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const isEnemyLocation = isAlly ? COMBAT.width() * 0.7 : COMBAT.width() * 0.3;
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const isEnemyLocation = isAlly ? COMBAT.width() * 0.7 : COMBAT.width() * 0.3;
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const particles = this.scene.add.particles(img);
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const particles = this.scene.add.particles(img);
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const bounds = isAlly
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const bounds = isAlly
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? { x: COMBAT.width() * 0.3, y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 }
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? { x: COMBAT.width() * 0.3, y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 }
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: { x: 0.2 * COMBAT.width(), y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 };
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: { x: 0.2 * COMBAT.width(), y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 };
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const well = particles.createGravityWell({
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const well = particles.createGravityWell({
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x: spawnLocation,
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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y: COMBAT.height() * 0.35,
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power: 4,
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power: 4,
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gravity: 500,
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gravity: 500,
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});
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});
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const emitter = particles.createEmitter({
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const emitter = particles.createEmitter({
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x: spawnLocation,
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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y: COMBAT.height() * 0.35,
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speed: 1000,
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speed: 1000,
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scale: { start: 0.7, end: 1 },
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scale: { start: 0.7, end: 1 },
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blendMode: 'ADD',
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blendMode: 'ADD',
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bounds,
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bounds,
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lifespan,
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lifespan,
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});
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});
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this.add(particles);
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this.add(particles);
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this.scene.time.delayedCall(WELL_END, () => { emitter.stop(); well.x = isEnemyLocation; }, [], this.scene);
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this.scene.time.delayedCall(WELL_END, () => { emitter.stop(); well.x = isEnemyLocation; }, [], this.scene);
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this.scene.time.delayedCall(lifespan, () => { well.active = false; }, [], this.scene);
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this.scene.time.delayedCall(lifespan, () => { well.active = false; }, [], this.scene);
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}
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}
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chargeBall(isAlly) {
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chargeBall(isAlly) {
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const lifespan = DELAYS.EFFECT_DURATION;
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const lifespan = DELAYS.EFFECT_DURATION;
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const CHARGE_LIFESPAN = lifespan / 2;
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const CHARGE_LIFESPAN = lifespan / 2;
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const { img, spawnLocation } = animationParams(isAlly);
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const { img, spawnLocation } = animationParams(isAlly);
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const targetLocation = isAlly ? 0.7 * COMBAT.width() : 0.25 * COMBAT.width();
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const targetLocation = isAlly ? 0.7 * COMBAT.width() : 0.25 * COMBAT.width();
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const particles = this.scene.add.particles(img);
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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const emitter = particles.createEmitter({
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x: 0,
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x: 0,
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y: 0,
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y: 0,
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moveToX: spawnLocation,
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moveToX: spawnLocation,
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moveToY: COMBAT.height() * 0.1,
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moveToY: COMBAT.height() * 0.1,
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scale: 0.75,
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scale: 0.75,
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quantity: 4,
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quantity: 4,
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_frequency: 20,
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_frequency: 20,
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blendMode: 'ADD',
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blendMode: 'ADD',
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emitZone: { source: new Phaser.Geom.Rectangle(0, 0, COMBAT.width(), COMBAT.height()) },
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emitZone: { source: new Phaser.Geom.Rectangle(0, 0, COMBAT.width(), COMBAT.height()) },
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lifespan: CHARGE_LIFESPAN,
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lifespan: CHARGE_LIFESPAN,
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});
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});
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const emitter2 = particles.createEmitter({
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const emitter2 = particles.createEmitter({
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radial: false,
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radial: false,
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x: { min: spawnLocation, max: targetLocation, steps: 256 },
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x: { min: spawnLocation, max: targetLocation, steps: 256 },
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y: { min: COMBAT.height() * 0.1, max: COMBAT.height() * 0.4, steps: 256 },
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y: { min: COMBAT.height() * 0.1, max: COMBAT.height() * 0.4, steps: 256 },
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quantity: 4,
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quantity: 4,
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gravityY: 0,
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gravityY: 0,
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scale: { start: 1.5, end: 0, ease: 'Power3' },
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scale: { start: 1.5, end: 0, ease: 'Power3' },
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blendMode: 'ADD',
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blendMode: 'ADD',
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active: false,
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active: false,
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lifespan,
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lifespan,
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});
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});
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this.add(particles);
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this.add(particles);
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this.scene.time.delayedCall(CHARGE_LIFESPAN, () => { emitter.stop(); }, [], this.scene);
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this.scene.time.delayedCall(CHARGE_LIFESPAN, () => { emitter.stop(); }, [], this.scene);
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this.scene.time.delayedCall(CHARGE_LIFESPAN, () => { emitter2.active = true; }, [], this.scene);
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this.scene.time.delayedCall(CHARGE_LIFESPAN, () => { emitter2.active = true; }, [], this.scene);
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this.scene.time.delayedCall(lifespan, () => { emitter2.stop(); }, [], this.scene);
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this.scene.time.delayedCall(lifespan, () => { emitter2.stop(); }, [], this.scene);
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}
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}
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cleanup() {
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cleanup() {
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this.children.entries.forEach(obj => obj.destroy());
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this.children.entries.forEach(obj => obj.destroy());
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}
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}
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}
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}
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module.exports = CombatSkills;
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module.exports = CombatSkills;
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@ -1,114 +1,114 @@
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const Phaser = require('phaser');
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const Phaser = require('phaser');
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const fs = require('fs');
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const fs = require('fs');
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const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
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const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
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const { DrawCrypTeams, CrypImage, CrypSkill } = require('./combat.cryps');
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const { DrawCrypTeams, CrypImage, CrypSkill } = require('./combat.cryps');
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const renderResolutions = require('./combat.render.resolutions');
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const renderResolutions = require('./combat.render.resolutions');
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const CRYP_KEY_MAP = ['keydown_ONE', 'keydown_TWO', 'keydown_THREE'];
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const CRYP_KEY_MAP = ['keydown_ONE', 'keydown_TWO', 'keydown_THREE'];
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const SKILL_KEY_MAP = ['keydown_Q', 'keydown_W', 'keydown_E', 'keydown_R'];
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const SKILL_KEY_MAP = ['keydown_Q', 'keydown_W', 'keydown_E', 'keydown_R'];
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class Combat extends Phaser.Scene {
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class Combat extends Phaser.Scene {
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constructor() {
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constructor() {
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super({ key: 'Combat' });
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super({ key: 'Combat' });
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}
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}
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preload() {
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preload() {
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/* Static Images */
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/* Static Images */
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this.textures.addBase64('alk', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/alakazam-f.png')).toString('base64')}`);
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this.textures.addBase64('alk', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/alakazam-f.png')).toString('base64')}`);
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this.textures.addBase64('magmar', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/magmar.png')).toString('base64')}`);
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this.textures.addBase64('magmar', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/magmar.png')).toString('base64')}`);
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this.load.image('proj', 'http://labs.phaser.io/assets/sprites/bullet.png');
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this.load.image('proj', 'http://labs.phaser.io/assets/sprites/bullet.png');
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this.load.image('blue', 'http://labs.phaser.io/assets/particles/blue.png');
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this.load.image('blue', 'http://labs.phaser.io/assets/particles/blue.png');
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this.load.image('green', 'http://labs.phaser.io/assets/particles/green.png');
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this.load.image('green', 'http://labs.phaser.io/assets/particles/green.png');
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this.load.image('red', 'http://labs.phaser.io/assets/particles/red.png');
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this.load.image('red', 'http://labs.phaser.io/assets/particles/red.png');
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this.load.image('white', 'http://labs.phaser.io/assets/particles/white.png');
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this.load.image('white', 'http://labs.phaser.io/assets/particles/white.png');
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this.load.image('yellow', 'http://labs.phaser.io/assets/particles/yellow.png');
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this.load.image('yellow', 'http://labs.phaser.io/assets/particles/yellow.png');
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}
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}
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create() {
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create() {
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this.registry.events.on('changedata', this.updateData, this);
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this.registry.events.on('changedata', this.updateData, this);
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this.input.keyboard.on('keydown_S', () => {
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this.input.keyboard.on('keydown_S', () => {
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this.scene.switch('CrypList'); // Switch back to cryp list
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this.scene.switch('CrypList'); // Switch back to cryp list
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}, 0, this);
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}, 0, this);
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this.input.on('pointerup', (pointer, obj) => {
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this.input.on('pointerup', (pointer, obj) => {
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if (obj[0] instanceof CrypImage || obj[0] instanceof CrypSkill) {
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if (obj[0] instanceof CrypImage || obj[0] instanceof CrypSkill) {
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obj[0].clickHandler();
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obj[0].clickHandler();
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} else if (this.registry.get('activeSkill')) {
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} else if (this.registry.get('activeSkill')) {
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this.registry.get('activeSkill').clearTint();
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this.registry.get('activeSkill').clearTint();
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this.registry.set('activeSkill', null);
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this.registry.set('activeSkill', null);
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}
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}
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});
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});
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const logX = COMBAT.LOG.x();
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const logX = COMBAT.LOG.x();
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const logY = COMBAT.LOG.y();
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const logY = COMBAT.LOG.y();
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const logWidth = COMBAT.LOG.width();
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const logWidth = COMBAT.LOG.width();
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// this.skills = new CombatSkills(this);
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this.renderedResolves = 0;
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this.renderedResolves = 0;
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this.registry.set('gameAnimating', false);
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this.registry.set('gameAnimating', false);
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this.account = this.registry.get('account');
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this.account = this.registry.get('account');
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this.log = this.add.text(COMBAT.LOG.x(), COMBAT.LOG.y(), '', TEXT.NORMAL);
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this.log = this.add.text(COMBAT.LOG.x(), COMBAT.LOG.y(), '', TEXT.NORMAL);
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this.log.setWordWrapWidth(COMBAT.LOG.width());
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this.log.setWordWrapWidth(COMBAT.LOG.width());
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return true;
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return true;
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}
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}
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updateData(parent, key, data) {
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updateData(parent, key, data) {
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if (key === 'game') {
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if (key === 'game') {
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this.redrawGame(data);
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this.redrawGame(data);
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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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redrawGame(game) {
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redrawGame(game) {
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if (!game) return false;
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if (!game) return false;
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const updatedNeeded = !this.registry.get('activeSkill') && !this.registry.get('gameAnimating');
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const updatedNeeded = !this.registry.get('activeSkill') && !this.registry.get('gameAnimating');
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if (!updatedNeeded) return false;
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if (!updatedNeeded) return false;
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// do we need to render resolution animations?
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// do we need to render resolution animations?
|
||||||
if (game.resolved.length !== this.renderedResolves) {
|
if (game.resolved.length !== this.renderedResolves) {
|
||||||
const newResolutions = game.resolved.slice(this.renderedResolves);
|
const newResolutions = game.resolved.slice(this.renderedResolves);
|
||||||
renderResolutions(this, game, this.crypTeamRender, newResolutions);
|
renderResolutions(this, game, this.crypTeamRender, newResolutions);
|
||||||
this.renderedResolves = game.resolved.length;
|
this.renderedResolves = game.resolved.length;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// If not animating resolutions render static skill / block phase
|
// If not animating resolutions render static skill / block phase
|
||||||
if (this.crypTeamRender) this.crypTeamRender.destroy(true);
|
if (this.crypTeamRender) this.crypTeamRender.destroy(true);
|
||||||
this.crypTeamRender = new DrawCrypTeams(this, game);
|
this.crypTeamRender = new DrawCrypTeams(this, game);
|
||||||
|
|
||||||
// update log
|
// update log
|
||||||
// shallow copy because reverse mutates
|
// shallow copy because reverse mutates
|
||||||
this.log.setText(Array.from(game.log).slice(0, this.logIter).reverse());
|
this.log.setText(Array.from(game.log).slice(0, this.logIter).reverse());
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
iterateLog(game) {
|
iterateLog(game) {
|
||||||
this.logIter += 1;
|
this.logIter += 1;
|
||||||
this.renderedResolves += 1;
|
this.renderedResolves += 1;
|
||||||
this.log.setText(Array.from(game.log).slice(0, this.logIter).reverse());
|
this.log.setText(Array.from(game.log).slice(0, this.logIter).reverse());
|
||||||
return this.resolvedIter === game.resolved.length;
|
return this.resolvedIter === game.resolved.length;
|
||||||
}
|
}
|
||||||
|
|
||||||
crypKeyHandler(cryp, iter) {
|
crypKeyHandler(cryp, iter) {
|
||||||
if (CRYP_KEY_MAP[iter]) {
|
if (CRYP_KEY_MAP[iter]) {
|
||||||
this.input.keyboard.removeListener(CRYP_KEY_MAP[iter]);
|
this.input.keyboard.removeListener(CRYP_KEY_MAP[iter]);
|
||||||
if (cryp.skills.length > 0) { // check there are cryp skills
|
if (cryp.skills.length > 0) { // check there are cryp skills
|
||||||
this.input.keyboard.on(CRYP_KEY_MAP[iter], () => {
|
this.input.keyboard.on(CRYP_KEY_MAP[iter], () => {
|
||||||
SKILL_KEY_MAP.forEach(k => this.input.keyboard.removeListener(k));
|
SKILL_KEY_MAP.forEach(k => this.input.keyboard.removeListener(k));
|
||||||
cryp.skills.forEach((skill, i) => {
|
cryp.skills.forEach((skill, i) => {
|
||||||
this.input.keyboard.on(SKILL_KEY_MAP[i], () => {
|
this.input.keyboard.on(SKILL_KEY_MAP[i], () => {
|
||||||
this.game.events.emit('SET_ACTIVE_SKILL', skill);
|
this.game.events.emit('SET_ACTIVE_SKILL', skill);
|
||||||
skill.setActive();
|
skill.setActive();
|
||||||
}, this);
|
}, this);
|
||||||
});
|
});
|
||||||
}, this);
|
}, this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
module.exports = Combat;
|
module.exports = Combat;
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user