Updated battle UI
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41c7c790f2
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2
client/src/events.js
Normal file → Executable file
2
client/src/events.js
Normal file → Executable file
@ -6,6 +6,8 @@ function registerEvents(store, registry, events) {
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const state = store.getState();
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registry.set('cryps', state.cryps);
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registry.set('ws', state.ws);
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registry.set('game', state.game);
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registry.set('account', state.account);
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});
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events.on('CRYP_ACTIVE', (cryp) => {
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63
client/src/scenes/combat.cryps.js
Executable file
63
client/src/scenes/combat.cryps.js
Executable file
@ -0,0 +1,63 @@
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const Phaser = require('phaser');
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const { TEXT } = require('./constants');
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const ROW_HEIGHT = 200;
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const ROW_WIDTH = 400;
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const ROW_FILL = 0x888888;
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const TOP_MARGIN = 50;
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const ROW_MARGIN = 50;
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const TEXT_MARGIN = 24;
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const CRYP_MARGIN = 250;
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const TEAM_MARGIN = 450;
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const xPos = i => 0;
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const yPos = i => (i * ROW_HEIGHT + ROW_MARGIN) + TOP_MARGIN;
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class CrypAvatar extends Phaser.GameObjects.Image {
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constructor(scene, j, team, cryp, avatar) {
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// Avatar will be a property of cryp
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super(scene, 100 + TEAM_MARGIN * team, 150 + CRYP_MARGIN * j, avatar);
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this.setScale(0.5);
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this.setInteractive();
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this.cryp = cryp;
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}
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}
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class CrypSkill extends Phaser.GameObjects.Text {
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constructor(scene, i, j, team, skill) {
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// Avatar will be a property of cryp
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super(scene, 200 + TEAM_MARGIN * team, 50 + TEXT_MARGIN * (i + 2) + CRYP_MARGIN * j, skill.skill, TEXT.NORMAL);
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this.setInteractive();
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this.skill = skill;
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}
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}
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class DrawCrypTeam extends Phaser.GameObjects.Group {
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constructor(scene, team, cryps, x, y) {
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super(scene);
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// this.id = cryp.id;
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this.scene = scene;
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this.ws = scene.registry.get('ws');
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// Cryp Avatar
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const avatar = team ? 'magmar' : 'alk';
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const renderCryp = (cryp, j) => {
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this.add(scene.add.existing(new CrypAvatar(scene, j, team, cryp, avatar)));
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// Cryp HP and Name
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const crypHp = `${cryp.hp.base.toString()} / ${cryp.stamina.base.toString()} HP`;
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this.add(scene.add.text(50 + TEAM_MARGIN * team, 50 + CRYP_MARGIN * j, crypHp, TEXT.NORMAL));
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this.add(scene.add.text(50 + TEAM_MARGIN * team, 50 + TEXT_MARGIN + CRYP_MARGIN * j, cryp.name, TEXT.HEADER));
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// Cryp Skills
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const knownSkill = (skill, i) => {
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this.add(scene.add.existing(new CrypSkill(scene, i, j, team, skill)));
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};
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cryp.skills.forEach(knownSkill);
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};
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cryps.forEach(renderCryp);
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}
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}
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module.exports = { DrawCrypTeam, CrypAvatar, CrypSkill };
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57
client/src/scenes/combat.js
Normal file → Executable file
57
client/src/scenes/combat.js
Normal file → Executable file
@ -1,9 +1,10 @@
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const Phaser = require('phaser');
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const fs = require('fs');
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const { DrawCrypTeam, CrypAvatar, CrypSkill } = require('./combat.cryps');
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class PhaserCombat extends Phaser.Scene {
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constructor() {
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super('combat');
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super('Combat');
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}
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preload() {
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@ -30,25 +31,41 @@ class PhaserCombat extends Phaser.Scene {
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create() {
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this.add.image(400, 300, 'sky');// Background image
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this.createPlayers();
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this.createAnim();
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this.cursors = this.input.keyboard.createCursorKeys();
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this.combat = false;
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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.scene.switch('passives'); // Switch to battle scene
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this.scene.switch('CrypList'); // Switch back to cryp list
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}, 0, this);
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this.input.on('pointerup', (pointer, gameObjects) => {
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if (gameObjects[0] instanceof CrypAvatar) {
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console.log(gameObjects[0].cryp.id);
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}
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if (gameObjects[0] instanceof CrypSkill) {
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console.log(gameObjects[0].skill.skill);
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}
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});
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}
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createPlayers() {
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this.players = this.physics.add.staticGroup();
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const img = this.players.create(100, 300, 'alk');
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const imgTwo = this.players.create(500, 300, 'magmar');
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img.setScale(0.5);
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imgTwo.setScale(0.5);
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this.playerOneHp = this.add.text(20, 200, '', { fontFamily: 'Arial', fontSize: 24, color: '#00ff00' });
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this.playerTwoHp = this.add.text(450, 200, '', { fontFamily: 'Arial', fontSize: 24, color: '#00ff00' });
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updateData(parent, key, data) {
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if (key === 'game' && data !== this.gameData) {
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const account = this.registry.get('account');
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const playerOneCryp = data.teams.find(t => t.id === account.id).cryps;
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const playerTwoCryp = data.teams.filter(t => t.id !== account.id)[0].cryps;
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if (this.CrypSkillsOne && this.CrypSkillsTwo) {
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this.CrypSkillsOne.destroy(true);
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}
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if (this.CrypSkillsTwo) {
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this.CrypSkillsTwo.destroy(true);
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}
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this.CrypSkillsOne = new DrawCrypTeam(this, 0, playerOneCryp);
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this.CrypSkillsTwo = new DrawCrypTeam(this, 1, playerTwoCryp);
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}
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}
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createAnim() {
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@ -68,23 +85,7 @@ class PhaserCombat extends Phaser.Scene {
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sprite.setScale(3);
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}
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updateData(parent, key, data) {
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if (key === 'playerCryps') {
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this.playerOneHp.text = (`${data.cryps[0].hp.base.toString()} / ${data.cryps[0].stamina.base.toString()} HP`);
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if (data.cryps[0].hp.base === 0) {
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// this.PhaserCombat.skills('blast', 400, -150);
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this.skills('wall', 'green', 400, -250);
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}
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}
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if (key === 'enemyCryps') {
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this.playerTwoHp.text = `${data.cryps[0].hp.base.toString()} / ${data.cryps[0].stamina.base.toString()} HP`;
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if (data.cryps[0].hp.base === 0) {
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// this.PhaserCombat.skills('blast', 180, 150);
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this.skills('wall', 'green', 180, 250);
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}
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}
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}
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}
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PhaserCombat.prototype.skills = require('./phaser.skills.js');
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PhaserCombat.prototype.skills = require('./combat.skills.js');
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module.exports = PhaserCombat;
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3
client/src/scenes/cryps.js
Normal file → Executable file
3
client/src/scenes/cryps.js
Normal file → Executable file
@ -2,6 +2,7 @@ const Phaser = require('phaser');
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const CrypList = require('./cryp.list');
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const Menu = require('./menu');
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const Combat = require('./combat');
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// const Passives = require('./passives');
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function renderCryps(store, socket) {
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@ -22,10 +23,12 @@ function renderCryps(store, socket) {
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scene: [
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Menu,
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CrypList,
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Combat,
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],
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};
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const game = new Phaser.Game(config);
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game.scene.sleep('Combat');
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window.addEventListener('mouseup', () => game.registry.set('pan', false));
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window.addEventListener('mousedown', () => game.registry.set('pan', true));
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1
client/src/scenes/lobbies.js
Normal file → Executable file
1
client/src/scenes/lobbies.js
Normal file → Executable file
@ -44,6 +44,7 @@ class Lobbies extends Phaser.GameObjects.Group {
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pve.on('pointerdown', () => {
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const team = cryps.filter(c => c.active).map(c => c.id);
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list.scene.switch('Combat');
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return ws.sendGamePve(team);
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});
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