attak
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@@ -2,81 +2,57 @@ const preact = require('preact');
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const { Component } = require('preact');
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const anime = require('animejs').default;
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const dagger = require('../svgs/dagger');
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const { TIMES } = require('../../constants');
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const duration = TIMES.TARGET_DURATION_MS;
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const { TIMES, COLOURS } = require('../../constants');
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class Attack extends Component {
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constructor(props) {
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super();
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this.props = props;
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this.animations = [];
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}
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render() {
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return (
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<svg
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class={'attack-anim'}
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class='attack-anim'
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version="1.1"
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id="Layer_1"
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id="attack"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 300 400">
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{dagger(10, 250, 40, 150)}
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{dagger(50, 250, 40, 150)}
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{dagger(90, 250, 40, 150)}
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{dagger(130, 250, 40, 150)}
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{dagger(170, 250, 40, 150)}
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{dagger(210, 250, 40, 150)}
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{dagger(250, 250, 40, 150)}
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viewBox="0 0 400 400">
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<g>
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<rect x="0" y="400" transform="skewX(45)"
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width="12" height="100" stroke-width="0" fill={COLOURS.RED}/>
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<rect x="200" y="400"
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width="12" height="100" stroke-width="0" fill={COLOURS.RED}/>
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<rect x="400" y="400" transform="skewX(-45)"
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width="12" height="100" stroke-width="0" fill={COLOURS.RED}/>
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</g>
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</svg>
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);
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}
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componentDidMount() {
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let y = 0;
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const daggers = document.querySelectorAll('.attack-anim .dagger');
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anime.set(daggers, {
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y: 250,
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});
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y = -150;
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if (!this.props.team) {
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anime.set('.attack-anim', {
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rotate: 180,
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});
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} else {
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anime.set('.attack-anim', {
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rotate: 0,
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});
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}
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// if (this.props.stage === 'END_SKILL') {
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// anime.set(daggers, {
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// y: 400,
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// });
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// y = -150;
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// if (!this.props.team) {
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// anime.set('.attack-anim', {
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// rotate: 0,
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// });
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// } else {
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// anime.set('.attack-anim', {
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// rotate: 180,
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// });
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// }
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// }
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anime({
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targets: daggers,
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delay: anime.stagger(250, {
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start: 250,
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grid: [1, 7],
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from: 'center',
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easing: 'linear',
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}),
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y,
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duration,
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});
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this.animations.push(anime({
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targets: ['#attack rect'],
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easing: 'easeOutExpo',
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y: [400, 200],
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height: [100, 10, 0],
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width: [12, 5, 0],
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delay: () => anime.random(TIMES.TARGET_DELAY_MS, TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS / 2),
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duration: TIMES.TARGET_DURATION_MS,
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}));
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}
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// this is necessary because
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// skipping / timing / unmounting race conditions
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// can cause the animations to cut short, this will ensure the values are reset
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// because preact will recycle all these components
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componentWillUnmount() {
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for (let i = this.animations.length - 1; i >= 0; i--) {
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this.animations[i].reset();
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}
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}
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}
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module.exports = Attack;
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