Split combat scenes
This commit is contained in:
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6892a58341
commit
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1
client/src/events.js
Normal file → Executable file
1
client/src/events.js
Normal file → Executable file
@ -47,6 +47,7 @@ function registerEvents(registry, events) {
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// const friendlyTarget = activeSkill.cryp.account === cryp.account;
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// const friendlyTarget = activeSkill.cryp.account === cryp.account;
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// if (!friendlyTarget) {
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// if (!friendlyTarget) {
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if (game.phase === 'Skill') {
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if (game.phase === 'Skill') {
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console.log(cryp.account);
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ws.sendGameSkill(game.id, activeSkill.cryp.id, cryp.account, activeSkill.skill.skill);
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ws.sendGameSkill(game.id, activeSkill.cryp.id, cryp.account, activeSkill.skill.skill);
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} else if (game.phase === 'Target') {
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} else if (game.phase === 'Target') {
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ws.sendGameTarget(game.id, cryp.id, activeSkill.skill.id);
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ws.sendGameTarget(game.id, cryp.id, activeSkill.skill.id);
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@ -29,13 +29,6 @@ const crypAvatarText = (team, iter) => {
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return { nameTextX, nameTextY, healthTextX, healthTextY };
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return { nameTextX, nameTextY, healthTextX, healthTextY };
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};
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};
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const skillTextPosition = (crypIter, skillIter) => {
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const { TEXT_MARGIN } = calcMargin();
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const skillTextX = 0.15 * COMBAT.width() * crypIter;
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const skillTextY = COMBAT.y() + COMBAT.height() * 0.7 + TEXT_MARGIN * skillIter;
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return [skillTextX, skillTextY];
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};
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const crypPosition = (team, iter) => {
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const crypPosition = (team, iter) => {
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const { CRYP_MARGIN, TEAM_MARGIN, Y_PADDING } = calcMargin();
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const { CRYP_MARGIN, TEAM_MARGIN, Y_PADDING } = calcMargin();
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const crypAvatarX = COMBAT.width() / 8 + TEAM_MARGIN * team;
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const crypAvatarX = COMBAT.width() / 8 + TEAM_MARGIN * team;
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@ -48,7 +41,9 @@ class CrypImage extends Phaser.GameObjects.Image {
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// Avatar will be a property of cryp
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// Avatar will be a property of cryp
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const { crypAvatarX, crypAvatarY } = crypPosition(team, iter);
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const { crypAvatarX, crypAvatarY } = crypPosition(team, iter);
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super(scene, crypAvatarX, crypAvatarY, avatar);
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super(scene, crypAvatarX, crypAvatarY, avatar);
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this.scene = scene; this.cryp = cryp; this.iter = iter;
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this.scene = scene;
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this.cryp = cryp;
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this.iter = iter;
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this.healthbar = healthbar;
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this.healthbar = healthbar;
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}
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}
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@ -65,27 +60,6 @@ class CrypImage extends Phaser.GameObjects.Image {
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}
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}
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}
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}
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class CrypSkill extends Phaser.GameObjects.Text {
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constructor(scene, x, y, skill, cryp) {
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// Avatar will be a property of cryp
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if (skill) {
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const CD_TEXT = skill.cd ? `(${skill.cd}T)` : '';
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const SKILL_TEXT = `${skill.skill} ${CD_TEXT}`;
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super(scene, x, y, SKILL_TEXT, TEXT.NORMAL);
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this.cryp = cryp;
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this.skill = skill;
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this.scene = scene;
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this.setInteractive();
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} else {
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super(scene, x, y, cryp.name, TEXT.HEADER);
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}
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}
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clickHandler() {
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this.scene.game.events.emit('SET_ACTIVE_SKILL', this);
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}
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}
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class HealthBar extends Phaser.GameObjects.Graphics {
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class HealthBar extends Phaser.GameObjects.Graphics {
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constructor(scene, cryp, team, iter, crypHpText) {
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constructor(scene, cryp, team, iter, crypHpText) {
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super(scene);
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super(scene);
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@ -143,69 +117,58 @@ function renderCryp(scene, group, cryp, game, team, iter) {
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return crypSpawn;
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return crypSpawn;
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}
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}
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function renderSkills(scene, group, cryp, game, iter) {
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const CRYP_KEY_MAP = ['keydown_ONE', 'keydown_TWO', 'keydown_THREE'];
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const skillList = [];
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// If the cryps have been spawned already put the skills in a corresponding pos
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const namePos = skillTextPosition(iter, 0);
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const addSkill = (skill, i) => {
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// Draw skill group name as part of the "skill class" so we can destroy it later
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if (i === 0) group.add(scene.add.existing(new CrypSkill(scene, namePos[0], namePos[1], false, cryp)));
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const skillTextPos = skillTextPosition(iter, i + 2);
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const skillObj = new CrypSkill(scene, skillTextPos[0], skillTextPos[1], skill, cryp);
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group.add(scene.add.existing(skillObj));
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skillList.push(skillObj);
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};
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if (game.phase === 'Skill' && cryp.account === scene.account.id) {
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if (cryp.hp.base === 0) return true;
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cryp.skills.forEach(addSkill);
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} else if (game.phase === 'Target' && cryp.account !== scene.account.id) {
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const blockSkill = game.stack.find(skill => skill.source_cryp_id === cryp.id);
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// cryp not casting this turn
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if (!blockSkill) return false;
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addSkill(blockSkill, 0);
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}
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return skillList;
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}
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class CombatCryps extends Phaser.GameObjects.Group {
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class CombatCryps extends Phaser.Scene {
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constructor(scene) {
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constructor() {
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super(scene);
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super({ key: 'CombatCryps' });
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this.scene = scene;
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}
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}
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update(game) {
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create(game) {
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// Setting gamePhase will stop redraw unless phase changes again
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this.input.on('pointerup', (pointer, obj) => {
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this.clearSkills();
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if (obj[0] instanceof CrypImage) {
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obj[0].clickHandler();
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}
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});
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this.cryps = this.add.group();
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this.account = this.registry.get('account');
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this.drawCryps(game);
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this.registry.events.on('changedata', this.updateData, this);
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}
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// Destroy skills currently shown as the game state has changed
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updateData(parent, key, data) {
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const account = this.scene.registry.get('account');
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if (key === 'game') {
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const allyTeam = game.teams.find(t => t.id === account.id);
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if (!data) return false;
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// in future there will be more than one
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const isAnimating = this.registry.get('gameAnimating');
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const [enemyTeam] = game.teams.filter(t => t.id !== account.id);
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if (isAnimating) return false;
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this.drawCryps(data);
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}
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return true;
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}
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drawCryps(game) {
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const renderTeam = (cryp, iter, team) => {
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const renderTeam = (cryp, iter, team) => {
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const crypObj =
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const crypObj =
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this.children.entries
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this.cryps.children.entries
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.filter(obj => obj instanceof CrypImage)
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.filter(obj => obj instanceof CrypImage)
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.find(c => c.cryp.id === cryp.id)
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.find(c => c.cryp.id === cryp.id)
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|| renderCryp(this.scene, this, cryp, game, team, iter);
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|| renderCryp(this, this.cryps, cryp, game, team, iter);
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// Update to health bars wont be needed when dmg taken is done properly
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crypObj.healthbar.hp = cryp.hp.base;
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crypObj.healthbar.drawHealthBar();
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crypObj.skills = renderSkills(this.scene, this, cryp, game, crypObj.iter);
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const addKeys = (game.phase === 'Skill' && !team) || (game.phase === 'Target' && team);
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if (addKeys) this.scene.crypKeyHandler(crypObj, crypObj.iter);
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};
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};
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allyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 0));
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const allyTeam = game.teams.find(t => t.id === this.account.id);
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// in future there will be more than one
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const [enemyTeam] = game.teams.filter(t => t.id !== this.account.id);
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allyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 0));
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if (!enemyTeam) return false;
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if (!enemyTeam) return false;
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enemyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 1));
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enemyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 1));
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return true;
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return true;
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}
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}
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clearSkills() {
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cleanUp() {
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// console.log(this.scene.gameStart);
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this.registry.events.off('changedata', this.updateData);
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this.children.entries.filter(obj => obj instanceof CrypSkill).forEach(obj => obj.destroy());
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this.scene.remove();
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}
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}
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}
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}
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module.exports = { CombatCryps, CrypImage, CrypSkill };
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module.exports = CombatCryps;
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@ -2,12 +2,11 @@ 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 { throttle } = require('lodash');
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const { throttle } = require('lodash');
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const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
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const CombatLog = require('./combat.log');
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const { CombatCryps, CrypImage, CrypSkill } = require('./combat.cryps');
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const CombatCryps = require('./combat.cryps');
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const CombatSkills = require('./combat.skills');
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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 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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@ -29,26 +28,14 @@ class Combat extends Phaser.Scene {
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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.off('changedata', this.updateData);
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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.endGame();
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this.endGame();
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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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if (obj[0] instanceof CrypImage || obj[0] instanceof CrypSkill) {
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obj[0].clickHandler();
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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.set('activeSkill', null);
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}
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});
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this.registry.set('gamePhase', false);
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this.registry.set('gamePhase', false);
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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.setWordWrapWidth(COMBAT.LOG.width());
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this.fetchGame = throttle(() => {
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this.fetchGame = throttle(() => {
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const game = this.registry.get('game');
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const game = this.registry.get('game');
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if (game) {
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if (game) {
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@ -61,17 +48,20 @@ class Combat extends Phaser.Scene {
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}
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}
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startGame(game) {
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startGame(game) {
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this.scene.manager.add('CombatCryps', CombatCryps, true, game);
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this.scene.manager.add('CombatLog', CombatLog, true, game);
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this.scene.manager.add('CombatSkills', CombatSkills, true, game);
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this.renderedResolves = game.resolved.length; // In case you rejoin mid way
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this.renderedResolves = game.resolved.length; // In case you rejoin mid way
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this.combatCryps = new CombatCryps(this);
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this.combatCryps.update(game);
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this.registry.set('gamePhase', game.phase);
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this.registry.set('gamePhase', game.phase);
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return true;
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return true;
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}
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}
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endGame() {
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endGame() {
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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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this.registry.events.off('changedata', this.updateData);
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this.registry.set('game', null);
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this.registry.set('game', null);
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this.scene.get('CombatLog').cleanUp();
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this.scene.get('CombatCryps').cleanUp();
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this.scene.get('CombatSkills').cleanUp();
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this.scene.remove();
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this.scene.remove();
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return true;
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return true;
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}
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}
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@ -86,12 +76,18 @@ class Combat extends Phaser.Scene {
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if (!data) return false;
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if (!data) return false;
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const startGame = this.registry.get('gamePhase') === false;
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const startGame = this.registry.get('gamePhase') === false;
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if (startGame) { this.startGame(data); return true; }
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if (startGame) { this.startGame(data); return true; }
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this.redrawGame(data);
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this.checkAnimation(data);
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// Game over?
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if (data.phase === 'Finish') {
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this.time.delayedCall(5000, () => {
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this.endGame();
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});
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}
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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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checkAnimation(game) {
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// do we need to render resolution animations?
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// do we need to render resolution animations?
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const isAnimating = this.registry.get('gameAnimating');
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const isAnimating = this.registry.get('gameAnimating');
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if (isAnimating) return false;
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if (isAnimating) return false;
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@ -102,41 +98,6 @@ class Combat extends Phaser.Scene {
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this.combatCryps.clearSkills();
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this.combatCryps.clearSkills();
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return true;
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return true;
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}
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}
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// update log
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// shallow copy because reverse mutates
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this.log.setText(Array.from(game.log).reverse());
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// has the phase changed?
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const phaseChange = (this.registry.get('gamePhase') === game.phase);
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if (phaseChange) return false;
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this.registry.set('gamePhase', game.phase);
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this.combatCryps.update(game);
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// Game over?
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if (game.phase === 'Finish') {
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this.time.delayedCall(5000, () => {
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this.endGame();
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});
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}
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return true;
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}
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crypKeyHandler(cryp, iter) {
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if (CRYP_KEY_MAP[iter]) {
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this.input.keyboard.removeListener(CRYP_KEY_MAP[iter]);
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if (cryp.skills.length > 0) { // check there are cryp skills
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this.input.keyboard.on(CRYP_KEY_MAP[iter], () => {
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SKILL_KEY_MAP.forEach(k => this.input.keyboard.removeListener(k));
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cryp.skills.forEach((skill, i) => {
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this.input.keyboard.on(SKILL_KEY_MAP[i], () => {
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this.game.events.emit('SET_ACTIVE_SKILL', skill);
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skill.setActive();
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}, this);
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});
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}, this);
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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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}
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}
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32
client/src/scenes/combat.log.js
Executable file
32
client/src/scenes/combat.log.js
Executable file
@ -0,0 +1,32 @@
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const Phaser = require('phaser');
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const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
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class CombatLog extends Phaser.Scene {
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constructor() {
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super({ key: 'CombatLog' });
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}
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create(game) {
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this.registry.events.on('changedata', this.updateData, this);
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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.setText(Array.from(game.log).reverse());
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}
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updateData(parent, key, data) {
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if (key === 'game') {
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if (!data) return false;
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// update log
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// shallow copy because reverse mutates
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this.log.setText(Array.from(data.log).reverse());
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}
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return true;
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|
}
|
||||||
|
|
||||||
|
cleanUp() {
|
||||||
|
this.registry.events.off('changedata', this.updateData);
|
||||||
|
this.scene.remove();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
module.exports = CombatLog;
|
||||||
0
client/src/scenes/combat.render.resolutions.js
Normal file → Executable file
0
client/src/scenes/combat.render.resolutions.js
Normal file → Executable file
142
client/src/scenes/combat.skills.js
Executable file
142
client/src/scenes/combat.skills.js
Executable file
@ -0,0 +1,142 @@
|
|||||||
|
const Phaser = require('phaser');
|
||||||
|
const { TEXT, POSITIONS: { COMBAT } } = require('./constants');
|
||||||
|
|
||||||
|
const calcMargin = () => {
|
||||||
|
const CRYP_MARGIN = COMBAT.height() / 5;
|
||||||
|
const TEXT_MARGIN = COMBAT.height() / 35;
|
||||||
|
const TEAM_MARGIN = COMBAT.width() * 0.7;
|
||||||
|
const X_PADDING = COMBAT.width() / 10;
|
||||||
|
const Y_PADDING = COMBAT.height() / 7;
|
||||||
|
return { CRYP_MARGIN, TEXT_MARGIN, TEAM_MARGIN, X_PADDING, Y_PADDING };
|
||||||
|
};
|
||||||
|
|
||||||
|
const skillTextPosition = (crypIter, skillIter) => {
|
||||||
|
const { TEXT_MARGIN } = calcMargin();
|
||||||
|
const skillTextX = 0.15 * COMBAT.width() * crypIter;
|
||||||
|
const skillTextY = COMBAT.y() + COMBAT.height() * 0.7 + TEXT_MARGIN * skillIter;
|
||||||
|
return [skillTextX, skillTextY];
|
||||||
|
};
|
||||||
|
|
||||||
|
class CrypSkill extends Phaser.GameObjects.Text {
|
||||||
|
constructor(scene, x, y, skill, cryp) {
|
||||||
|
// Avatar will be a property of cryp
|
||||||
|
if (skill) {
|
||||||
|
const CD_TEXT = skill.cd ? `(${skill.cd}T)` : '';
|
||||||
|
const SKILL_TEXT = `${skill.skill} ${CD_TEXT}`;
|
||||||
|
super(scene, x, y, SKILL_TEXT, TEXT.NORMAL);
|
||||||
|
this.cryp = cryp;
|
||||||
|
this.skill = skill;
|
||||||
|
this.scene = scene;
|
||||||
|
this.setInteractive();
|
||||||
|
} else {
|
||||||
|
super(scene, x, y, cryp.name, TEXT.HEADER);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
clickHandler() {
|
||||||
|
this.scene.game.events.emit('SET_ACTIVE_SKILL', this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class CombatSkills extends Phaser.Scene {
|
||||||
|
constructor() {
|
||||||
|
super({ key: 'CombatSkills' });
|
||||||
|
}
|
||||||
|
|
||||||
|
create(game) {
|
||||||
|
this.registry.events.on('changedata', this.updateData, this);
|
||||||
|
this.input.on('pointerup', (pointer, obj) => {
|
||||||
|
if (obj[0] instanceof CrypSkill) {
|
||||||
|
obj[0].clickHandler();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
this.skills = this.add.group();
|
||||||
|
this.account = this.registry.get('account');
|
||||||
|
// this.drawSkills(game);
|
||||||
|
}
|
||||||
|
|
||||||
|
updateData(parent, key, data) {
|
||||||
|
if (key === 'game') {
|
||||||
|
if (!data) return false;
|
||||||
|
const isAnimating = this.registry.get('gameAnimating');
|
||||||
|
if (isAnimating) return false;
|
||||||
|
// this.drawSkills(data);
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
drawSkills(game) {
|
||||||
|
// const addKeys = (game.phase === 'Skill' && !team) || (game.phase === 'Target' && team);
|
||||||
|
const renderSkills = (scene, cryp, iter) => {
|
||||||
|
const skillList = [];
|
||||||
|
// If the cryps have been spawned already put the skills in a corresponding pos
|
||||||
|
const namePos = skillTextPosition(iter, 0);
|
||||||
|
const addSkill = (skill, i) => {
|
||||||
|
// Draw skill group name as part of the "skill class" so we can destroy it later
|
||||||
|
if (i === 0) this.skills.add(this.add.existing(new CrypSkill(scene, namePos[0], namePos[1], false, cryp)));
|
||||||
|
const skillTextPos = skillTextPosition(iter, i + 2);
|
||||||
|
const skillObj = new CrypSkill(scene, skillTextPos[0], skillTextPos[1], skill, cryp);
|
||||||
|
group.add(scene.add.existing(skillObj));
|
||||||
|
skillList.push(skillObj);
|
||||||
|
};
|
||||||
|
if (game.phase === 'Skill' && cryp.account === scene.account.id) {
|
||||||
|
if (cryp.hp.base === 0) return true;
|
||||||
|
cryp.skills.forEach(addSkill);
|
||||||
|
} else if (game.phase === 'Target' && cryp.account !== scene.account.id) {
|
||||||
|
const blockSkill = game.stack.find(skill => skill.source_cryp_id === cryp.id);
|
||||||
|
// cryp not casting this turn
|
||||||
|
if (!blockSkill) return false;
|
||||||
|
addSkill(blockSkill, 0);
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
};
|
||||||
|
|
||||||
|
const allyTeam = game.teams.find(t => t.id === this.account.id);
|
||||||
|
// in future there will be more than one
|
||||||
|
const [enemyTeam] = game.teams.filter(t => t.id !== this.account.id);
|
||||||
|
|
||||||
|
allyTeam.cryps.forEach((cryp, i) => renderSkills(cryp, i, 0));
|
||||||
|
if (!enemyTeam) return false;
|
||||||
|
enemyTeam.cryps.forEach((cryp, i) => renderSkills(cryp, i, 1));
|
||||||
|
|
||||||
|
renderSkills(this, this.skills, cryp, game, crypObj.iter);
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
|
||||||
|
cleanUp() {
|
||||||
|
this.registry.events.off('changedata', this.updateData, this);
|
||||||
|
this.scene.remove();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
module.exports = CombatSkills;
|
||||||
|
|
||||||
|
|
||||||
|
/* clearSkills() {
|
||||||
|
// console.log(this.scene.gameStart);
|
||||||
|
this.children.entries.filter(obj => obj instanceof CrypSkill).forEach(obj => obj.destroy());
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
/* crypKeyHandler(cryp, iter) {
|
||||||
|
if (CRYP_KEY_MAP[iter]) {
|
||||||
|
this.input.keyboard.removeListener(CRYP_KEY_MAP[iter]);
|
||||||
|
if (cryp.skills.length > 0) { // check there are cryp skills
|
||||||
|
this.input.keyboard.on(CRYP_KEY_MAP[iter], () => {
|
||||||
|
SKILL_KEY_MAP.forEach(k => this.input.keyboard.removeListener(k));
|
||||||
|
cryp.skills.forEach((skill, i) => {
|
||||||
|
this.input.keyboard.on(SKILL_KEY_MAP[i], () => {
|
||||||
|
this.game.events.emit('SET_ACTIVE_SKILL', skill);
|
||||||
|
skill.setActive();
|
||||||
|
}, this);
|
||||||
|
});
|
||||||
|
}, this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}*/
|
||||||
|
|
||||||
|
/*// has the phase changed?
|
||||||
|
const phaseChange = (this.registry.get('gamePhase') === game.phase);
|
||||||
|
if (phaseChange) return false;
|
||||||
|
this.registry.set('gamePhase', game.phase);
|
||||||
|
this.combatCryps.update(game);*/
|
||||||
Loading…
x
Reference in New Issue
Block a user