skill refactor, random skills during combat

This commit is contained in:
Mashy 2018-11-24 16:09:53 +10:00
parent 81ff0e3663
commit f82a4167e1
4 changed files with 203 additions and 180 deletions

18
client/src/scenes/combat.cryps.js Normal file → Executable file
View File

@ -91,7 +91,7 @@ function renderCryp(scene, group, cryp, game, team, iter) {
group.add(crypName);
}
function renderSkills(scene, group, game, cryp, iter, team) {
function renderSkills(scene, group, cryp, game, team, iter) {
if (game.phase === 'Skill') {
cryp.skills.forEach((skill, i) => {
group.add(scene.add.existing(new CrypSkill(scene, i, iter, team, skill, cryp)));
@ -103,19 +103,19 @@ function renderSkills(scene, group, game, cryp, iter, team) {
}
class DrawCrypTeams extends Phaser.GameObjects.Group {
constructor(scene, game, resolve) {
constructor(scene, game) {
super(scene);
const account = scene.registry.get('account');
const renderTeam = (cryp, iter, team) => {
const renderTeam = (cryp, team, iter) => {
renderCryp(scene, this, cryp, game, team, iter);
renderSkills(scene, this, game, cryp, iter, team);
renderSkills(scene, this, cryp, game, team, iter);
};
if (resolve) {
renderTeam(game.teams.find(t => t.id === account.id).cryps[0], 1, 0);
renderTeam(game.teams.filter(t => t.id !== account.id)[0].cryps[0], 1, 1);
if (scene.registry.get('resolve')) {
renderCryp(scene, this, game.teams.find(t => t.id === account.id).cryps[0], game, 0, 1);
renderCryp(scene, this, game.teams.filter(t => t.id !== account.id)[0].cryps[0], game, 1, 1);
} else {
game.teams.find(t => t.id === account.id).cryps.forEach((cryp, i) => renderTeam(cryp, i, 0));
game.teams.filter(t => t.id !== account.id)[0].cryps.forEach((cryp, i) => renderTeam(cryp, i, 1));
game.teams.find(t => t.id === account.id).cryps.forEach((cryp, i) => renderTeam(cryp, 0, i));
game.teams.filter(t => t.id !== account.id)[0].cryps.forEach((cryp, i) => renderTeam(cryp, 1, i));
}
}
}

62
client/src/scenes/combat.js Normal file → Executable file
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@ -3,9 +3,11 @@ const fs = require('fs');
const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
const { DrawCrypTeams, CrypImage, CrypSkill } = require('./combat.cryps');
const combatRender = require('./combat.render');
const CombatSkills = require('./combat.skills');
class Combat extends Phaser.Scene {
constructor(props) {
constructor() {
super({ key: 'Combat' });
}
@ -13,19 +15,12 @@ class Combat extends Phaser.Scene {
/* Static Images */
this.textures.addBase64('alk', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/alakazam-f.png')).toString('base64')}`);
this.textures.addBase64('magmar', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/magmar.png')).toString('base64')}`);
this.load.image('sky', 'http://labs.phaser.io/assets/skies/nebula.jpg');
this.load.image('proj', 'http://labs.phaser.io/assets/sprites/bullet.png');
this.load.image('blue', 'http://labs.phaser.io/assets/particles/blue.png');
this.load.image('green', 'http://labs.phaser.io/assets/particles/green.png');
this.load.image('red', 'http://labs.phaser.io/assets/particles/red.png');
this.load.image('white', 'http://labs.phaser.io/assets/particles/white.png');
this.load.image('yellow', 'http://labs.phaser.io/assets/particles/yellow.png');
/* Spritesheets */
this.load.spritesheet({
key: 'explosion',
url: 'http://labs.phaser.io/assets/sprites/explosion.png',
frameConfig: { frameWidth: 64, frameHeight: 64, endFrame: 23 },
});
}
create() {
@ -46,8 +41,9 @@ class Combat extends Phaser.Scene {
const logX = COMBAT.LOG.x();
const logY = COMBAT.LOG.y();
const logWidth = COMBAT.LOG.width();
this.skills = new CombatSkills(this);
this.logIndex = 0;
this.resolve = false;
this.registry.set('resolve', false);
this.log = this.add.text(logX, logY, '', TEXT.NORMAL);
this.log.setWordWrapWidth(logWidth);
return true;
@ -56,49 +52,34 @@ class Combat extends Phaser.Scene {
updateData(parent, key, data) {
if (key === 'game') {
if (!this.registry.get('activeSkill')) {
this.checkLog(data);
this.renderLog(data);
}
}
return true;
}
checkLog(game) {
renderLog(game) {
if (!game) return false;
if (this.resolve) return true; // Animating combat
while (this.logIndex !== game.log.length) {
if (game.log[this.logIndex] === '<Resolve Phase>') {
this.logIndex += 1;
this.resolve = true;
this.renderCombat(game);
break;
}
this.logIndex += 1;
}
// shallow copy because reverse mutates
if (!this.registry.get('resolve')) {
this.iterateLog(game);
}
this.log.setText(Array.from(game.log).slice(0, this.logIndex).reverse());
this.renderCryps(game);
return true;
}
renderCombat(game) {
let delay = 0;
if (game.log[this.logIndex].match(/(\w|\s)*\w(?=")|\w+/g)[1] === 'bamboo basher') {
delay = this.skills('wall', 'green', COMBAT.width() * 0.175, 250);
} else {
delay = this.skills('wall', 'green', COMBAT.width() * 0.55, -250);
}
iterateLog(game) {
if (this.registry.get('resolve')) {
this.logIndex += 1;
this.log.setText(Array.from(game.log).slice(0, this.logIndex).reverse());
if (game.log[this.logIndex] === '<Skill Phase>' || this.logIndex === game.log.length) {
this.time.delayedCall(delay, () => {
this.resolve = false;
this.renderCryps(game);
});
} else {
this.time.delayedCall(delay, () => {
this.renderCombat(game);
this.renderCryps(game);
});
return true;
} while (game.log.length !== this.logIndex) {
if (game.log[this.logIndex] === '<Resolve Phase>') {
this.registry.set('resolve', true);
this.logIndex += 1;
combatRender(this, game);
break;
} this.logIndex += 1;
}
return true;
}
@ -107,10 +88,9 @@ class Combat extends Phaser.Scene {
if (this.crypTeamRender) {
this.crypTeamRender.destroy(true);
}
this.crypTeamRender = new DrawCrypTeams(this, game, this.resolve);
this.crypTeamRender = new DrawCrypTeams(this, game);
return true;
}
}
Combat.prototype.skills = require('./combat.skills.js');
module.exports = Combat;

View File

@ -0,0 +1,31 @@
const randomSkill = () => {
const skills = ['wall', 'spit', 'gravBlast', 'gravBomb', 'chargeBall'];
return skills[Math.floor(Math.random() * 5)];
};
function combatRender(scene, game) {
let delay = 0;
const skill = randomSkill();
// Need to update this with proper cryp / team / skill checking
const target = game.log[scene.logIndex].match(/(\w|\s)*\w(?=")|\w+/g)[1] === 'bamboo basher';
delay = scene.skills[skill](target);
scene.iterateLog(game);
scene.log.setText(Array.from(game.log).slice(0, scene.logIndex).reverse());
if (game.log[scene.logIndex] === '<Skill Phase>' || scene.logIndex === game.log.length) {
scene.time.delayedCall(delay, () => {
scene.skills.cleanup();
scene.registry.set('resolve', false);
scene.renderCryps(game);
});
} else {
scene.time.delayedCall(delay, () => {
scene.skills.cleanup();
combatRender(scene, game);
scene.renderCryps(game);
});
}
return true;
}
module.exports = combatRender;

174
client/src/scenes/combat.skills.js Normal file → Executable file
View File

@ -1,139 +1,151 @@
// Skill function called by phaser combat
const Phaser = require('phaser');
const { POSITIONS: { COMBAT } } = require('./constants');
function skills(skill, img, location, spd) {
const particles = this.add.particles(img);
const randomColour = () => {
const colours = ['green', 'blue', 'red', 'white', 'yellow'];
return colours[Math.floor(Math.random() * 5)];
};
switch (skill) {
case 'blast':
this.proj = this.physics.add.image(-100, 300, 'proj');
this.emitter = particles.createEmitter({
speed: 25,
scale: { start: 1, end: 0 },
blendMode: 'ADD',
});
this.emitter.startFollow(this.proj);
this.physics.add.overlap(this.proj, this.players, this.explode, null, this);
this.proj.x = location;
this.proj.setVelocity(spd, 0);
return 3000;
const animationParams = (target) => {
const spawnLocation = target ? COMBAT.width() * 0.175 : COMBAT.width() * 0.55;
const speed = target ? 250 : -250;
const img = randomColour();
const angleMin = target ? 320 : 180;
const angleMax = target ? 360 : 220;
return { spawnLocation, speed, img, angleMin, angleMax };
};
case 'wall':
this.emitter = particles.createEmitter({
x: location,
class CombatSkills extends Phaser.GameObjects.Group {
constructor(scene) {
super(scene);
this.scene = scene;
}
wall(target) {
const { spawnLocation, speed, img } = animationParams(target);
const particles = this.scene.add.particles(img);
const emitter = particles.createEmitter({
x: spawnLocation,
y: { min: COMBAT.height() * 0.45, max: COMBAT.height() * 0.7 },
lifespan: 2000,
speedX: { min: spd, max: spd * 2 },
speedX: { min: speed, max: speed * 2 },
scale: { start: 0.4, end: 0 },
quantity: 4,
blendMode: 'ADD',
});
this.time.delayedCall(1000, () => { this.emitter.stop(); }, [], this);
this.add(particles);
this.scene.time.delayedCall(1000, () => { emitter.stop(); }, [], this.scene);
return 3000;
case 'spit':
if (location > 250) {
this.angleMin = 180;
this.angleMax = 220;
} else {
this.angleMin = 320;
this.angleMax = 360;
}
this.emitter = particles.createEmitter({
x: location,
y: 300,
spit(target) {
const { spawnLocation, speed, img, angleMin, angleMax } = animationParams(target);
const particles = this.scene.add.particles(img);
const emitter = particles.createEmitter({
x: spawnLocation,
y: COMBAT.height() * 0.5,
lifespan: 2000,
angle: { min: this.angleMin, max: this.angleMax },
speed: spd * 2,
angle: { min: angleMin, max: angleMax },
speed: speed * 2,
scale: { start: 0.4, end: 1 },
gravityY: 250,
quantity: 4,
blendMode: 'ADD',
});
this.time.delayedCall(1000, () => { this.emitter.stop(); this.combat = false;}, [], this);
this.add(particles);
this.scene.time.delayedCall(1000, () => { emitter.stop(); }, [], this);
return 3000;
case 'gravBomb':
this.well = particles.createGravityWell({
x: 150,
y: 150,
}
gravBomb(target) {
const { spawnLocation, img } = animationParams(!target);
const particles = this.scene.add.particles(img);
const location = target ? COMBAT.width() * 0.6 : COMBAT.width() * 0.1;
const well = particles.createGravityWell({
x: location,
y: COMBAT.height() * 0.25,
power: 4,
gravity: 500,
});
this.emitter = particles.createEmitter({
x: 150,
y: 150,
x: spawnLocation,
y: COMBAT.height() * 0.25,
lifespan: 1500,
speed: 1000,
scale: { start: 0.7, end: 1 },
blendMode: 'ADD',
});
this.time.delayedCall(1000, () => {
this.emitter.stop();
this.well.active = false;
}, [], this);
this.add(particles);
this.scene.time.delayedCall(1000, () => { this.emitter.stop(); well.active = false; }, [], this.scene);
return 2500;
case 'gravBlast':
this.well = particles.createGravityWell({
x: 400,
y: 300,
}
gravBlast(target) {
const img = randomColour();
const spawnLocation = target ? COMBAT.width() * 0.2 : COMBAT.width() * 0.45;
const targetLocation = target ? COMBAT.width() * 0.6 : COMBAT.width() * 0.1;
const particles = this.scene.add.particles(img);
const bounds = target
? { x: COMBAT.width() * 0.15, y: COMBAT.height() * 0.35, w: COMBAT.width() * 0.55, h: COMBAT.height() * 0.2 }
: { x: 0, y: COMBAT.height() * 0.35, w: COMBAT.width() * 0.55, h: COMBAT.height() * 0.2 };
const well = particles.createGravityWell({
x: spawnLocation,
y: COMBAT.height() * 0.5,
power: 4,
gravity: 500,
});
this.emitter = particles.createEmitter({
x: 400,
y: 300,
const emitter = particles.createEmitter({
x: spawnLocation,
y: COMBAT.height() * 0.5,
lifespan: 2000,
speed: 1000,
scale: { start: 0.7, end: 1 },
blendMode: 'ADD',
bounds: {
x: 0, y: 250, w: 450, h: 150,
},
bounds,
});
this.time.delayedCall(1000, () => {
this.emitter.stop();
this.well.x = 100;
}, [], this);
this.time.delayedCall(3000, () => {
this.well.active = false;
}, [], this);
this.add(particles);
this.scene.time.delayedCall(1000, () => { emitter.stop(); well.x = targetLocation; }, [], this.scene);
this.scene.time.delayedCall(3000, () => { well.active = false; }, [], this.scene);
return 3000;
case 'chargeBall':
}
this.emitter = particles.createEmitter({
x: -400,
y: -100,
chargeBall(target) {
const { img, spawnLocation } = animationParams(target);
const targetLocation = target ? 0.7 * COMBAT.width() : 0;
const particles = this.scene.add.particles(img);
const emitter = particles.createEmitter({
x: 0,
y: 0,
lifespan: 1000,
moveToX: 450,
moveToY: 150,
moveToX: spawnLocation,
moveToY: COMBAT.height() * 0.2,
scale: 0.75,
quantity: 4,
_frequency: 20,
blendMode: 'ADD',
emitZone: { source: new Phaser.Geom.Rectangle(0, 0, 1600, 700) },
emitZone: { source: new Phaser.Geom.Rectangle(0, 0, COMBAT.width(), COMBAT.height()) },
});
this.emitter2 = particles.createEmitter({
const emitter2 = particles.createEmitter({
radial: false,
x: { min: 450, max: 50, steps: 256 },
y: { min: 150, max: 300, steps: 256 },
x: { min: spawnLocation, max: targetLocation, steps: 256 },
y: { min: COMBAT.height() * 0.2, max: COMBAT.height() * 0.6, steps: 256 },
lifespan: 1000,
speedX: { min: 200, max: 400 },
quantity: 4,
gravityY: 0,
scale: { start: 1.5, end: 0, ease: 'Power3' },
blendMode: 'ADD',
active: false,
});
this.time.delayedCall(1000, () => { this.emitter.stop(); }, [], this);
this.time.delayedCall(2000, () => { this.emitter2.active = true; }, [], this);
this.time.delayedCall(3000, () => { this.emitter2.stop();
this.combat = false;}, [], this);
this.add(particles);
this.scene.time.delayedCall(1000, () => { emitter.stop(); }, [], this.scene);
this.scene.time.delayedCall(2000, () => { emitter2.active = true; }, [], this.scene);
this.scene.time.delayedCall(3000, () => { emitter2.stop(); }, [], this.scene);
return 4000;
default:
return false;
}
cleanup() {
this.children.entries.forEach(obj => obj.destroy());
}
}
module.exports = skills;
module.exports = CombatSkills;