attak
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@ -1,6 +1,6 @@
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require('./assets/styles/styles.css');
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require('./assets/styles/styles.mobile.css');
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require('./assets/styles/instance.css');
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require('./assets/styles/instance.less');
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require('./assets/styles/instance.mobile.css');
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require('./assets/styles/game.css');
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@ -28,12 +28,9 @@ function createSocket(store) {
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if (animating) return false;
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store.dispatch(actions.setAnimating(true));
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return eachSeries(newRes, (r, cb) => {
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if (['Disable', 'TargetKo'].includes(r.event[0])) return cb();
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store.dispatch(actions.setResolution(r));
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// convert server enum into anims keywords
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// todo make serersideonly
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const sequence = animations.getSequence(r);
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@ -41,13 +38,15 @@ function createSocket(store) {
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const anims = animations.getObjects(r, sequence, game, account);
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const text = animations.getText(r, sequence);
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store.dispatch(actions.setAnimFocus(animations.getFocusTargets(r)));
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if (sequence.includes('START_SKILL')) store.dispatch(actions.setAnimSource(anims.animSource));
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if (sequence.includes('END_SKILL')) store.dispatch(actions.setAnimTarget(anims.animTarget));
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if (sequence.includes('POST_SKILL')) {
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// timeout to prevent text classes from being added too soon
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setTimeout(
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() => store.dispatch(actions.setAnimText(text)),
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timeout - 1000,
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timeout - TIMES.POST_SKILL_DURATION_MS
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);
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}
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@ -55,9 +54,11 @@ function createSocket(store) {
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store.dispatch(actions.setAnimSource(null));
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store.dispatch(actions.setAnimTarget(null));
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store.dispatch(actions.setAnimText(null));
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return setTimeout(cb, 50);
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store.dispatch(actions.setAnimFocus([]));
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// We currently need another small timeout so that everything can properly dismount / unload
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// Otherwise 3 x Attack on same target will only render the first time
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return setTimeout(cb, 200);
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}, timeout);
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}, err => {
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if (err) return console.error(err);
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// clear animation state
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@ -69,48 +69,48 @@ document.fonts.load('16pt "Jura"').then(() => {
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});
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const SKILLS = [
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'AbsorbI',
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'AbsorptionI',
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'AmplifyI',
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'Absorb',
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'Absorption',
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'Amplify',
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'Attack',
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'BanishI',
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'BashI',
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'BlastI',
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'Banish',
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'Bash',
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'Blast',
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'Block',
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'BreakI',
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'Break',
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'Buff',
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'ChaosI',
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'CounterAttackI',
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'CounterI',
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'CurseI',
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'Chaos',
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'CounterAttack',
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'Counter',
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'Curse',
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'Debuff',
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'DecayI',
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'DecayTickI',
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'ElectrifyI',
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'ElectrocuteI',
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'ElectrocuteTickI',
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'HasteI',
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'Decay',
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'DecayTick',
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'Electrify',
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'Electrocute',
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'ElectrocuteTick',
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'Haste',
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'HasteStrike',
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'HealI',
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'Heal',
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'HybridBlast',
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'HybridI',
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'InterceptI',
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'InvertI',
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'LinkI',
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'PurgeI',
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'PurifyI',
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'RechargeI',
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'ReflectI',
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'RestrictI',
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'RuinI',
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'SilenceI',
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'SiphonI',
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'SiphonTickI',
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'SlayI',
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'SleepI',
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'StrikeI',
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'Hybrid',
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'Intercept',
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'Invert',
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'Link',
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'Purge',
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'Purify',
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'Recharge',
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'Reflect',
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'Restrict',
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'Ruin',
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'Silence',
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'Siphon',
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'SiphonTick',
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'Slay',
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'Sleep',
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'Strike',
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'Stun',
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'SustainI',
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'TriageI',
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'TriageTickI',
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'Sustain',
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'Triage',
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'TriageTick',
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];
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@ -3,6 +3,7 @@ const { Component } = require('preact');
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const { connect } = require('preact-redux');
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const Amplify = require('./anims/amplify');
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const Attack = require('./anims/attack');
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const Absorb = require('./anims/absorb');
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const Bash = require('./anims/bash');
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const Blast = require('./anims/blast');
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@ -69,7 +70,7 @@ class ConstructAnimation extends Component {
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const chooseAnim = (skill) => {
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switch (skill) {
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// Attack base
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case 'Attack': return <Strike colour={'#f5f5f5'} direction={direction}/>;
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case 'Attack': return <Attack direction={direction}/>;
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case 'Blast': return <Blast direction={direction}/>;
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case 'Siphon': return <Siphon />;
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case 'SiphonTick': return <SiphonTick />;
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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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