Split combat scenes

This commit is contained in:
Mashy 2018-12-05 14:18:41 +10:00
parent 6892a58341
commit f857b55198
6 changed files with 233 additions and 134 deletions

1
client/src/events.js Normal file → Executable file
View File

@ -47,6 +47,7 @@ function registerEvents(registry, events) {
// const friendlyTarget = activeSkill.cryp.account === cryp.account;
// if (!friendlyTarget) {
if (game.phase === 'Skill') {
console.log(cryp.account);
ws.sendGameSkill(game.id, activeSkill.cryp.id, cryp.account, activeSkill.skill.skill);
} else if (game.phase === 'Target') {
ws.sendGameTarget(game.id, cryp.id, activeSkill.skill.id);

View File

@ -29,13 +29,6 @@ const crypAvatarText = (team, iter) => {
return { nameTextX, nameTextY, healthTextX, healthTextY };
};
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];
};
const crypPosition = (team, iter) => {
const { CRYP_MARGIN, TEAM_MARGIN, Y_PADDING } = calcMargin();
const crypAvatarX = COMBAT.width() / 8 + TEAM_MARGIN * team;
@ -48,7 +41,9 @@ class CrypImage extends Phaser.GameObjects.Image {
// Avatar will be a property of cryp
const { crypAvatarX, crypAvatarY } = crypPosition(team, iter);
super(scene, crypAvatarX, crypAvatarY, avatar);
this.scene = scene; this.cryp = cryp; this.iter = iter;
this.scene = scene;
this.cryp = cryp;
this.iter = iter;
this.healthbar = healthbar;
}
@ -65,27 +60,6 @@ class CrypImage extends Phaser.GameObjects.Image {
}
}
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 HealthBar extends Phaser.GameObjects.Graphics {
constructor(scene, cryp, team, iter, crypHpText) {
super(scene);
@ -143,69 +117,58 @@ function renderCryp(scene, group, cryp, game, team, iter) {
return crypSpawn;
}
function renderSkills(scene, group, cryp, game, 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) group.add(scene.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 skillList;
const CRYP_KEY_MAP = ['keydown_ONE', 'keydown_TWO', 'keydown_THREE'];
class CombatCryps extends Phaser.Scene {
constructor() {
super({ key: 'CombatCryps' });
}
class CombatCryps extends Phaser.GameObjects.Group {
constructor(scene) {
super(scene);
this.scene = scene;
create(game) {
this.input.on('pointerup', (pointer, obj) => {
if (obj[0] instanceof CrypImage) {
obj[0].clickHandler();
}
});
this.cryps = this.add.group();
this.account = this.registry.get('account');
this.drawCryps(game);
this.registry.events.on('changedata', this.updateData, this);
}
update(game) {
// Setting gamePhase will stop redraw unless phase changes again
this.clearSkills();
updateData(parent, key, data) {
if (key === 'game') {
if (!data) return false;
const isAnimating = this.registry.get('gameAnimating');
if (isAnimating) return false;
this.drawCryps(data);
}
return true;
}
// Destroy skills currently shown as the game state has changed
const account = this.scene.registry.get('account');
const allyTeam = game.teams.find(t => t.id === account.id);
// in future there will be more than one
const [enemyTeam] = game.teams.filter(t => t.id !== account.id);
drawCryps(game) {
const renderTeam = (cryp, iter, team) => {
const crypObj =
this.children.entries
this.cryps.children.entries
.filter(obj => obj instanceof CrypImage)
.find(c => c.cryp.id === cryp.id)
|| renderCryp(this.scene, this, cryp, game, team, iter);
// Update to health bars wont be needed when dmg taken is done properly
crypObj.healthbar.hp = cryp.hp.base;
crypObj.healthbar.drawHealthBar();
crypObj.skills = renderSkills(this.scene, this, cryp, game, crypObj.iter);
const addKeys = (game.phase === 'Skill' && !team) || (game.phase === 'Target' && team);
if (addKeys) this.scene.crypKeyHandler(crypObj, crypObj.iter);
|| renderCryp(this, this.cryps, cryp, game, team, iter);
};
allyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 0));
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) => renderTeam(cryp, i, 0));
if (!enemyTeam) return false;
enemyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 1));
return true;
}
clearSkills() {
// console.log(this.scene.gameStart);
this.children.entries.filter(obj => obj instanceof CrypSkill).forEach(obj => obj.destroy());
cleanUp() {
this.registry.events.off('changedata', this.updateData);
this.scene.remove();
}
}
module.exports = { CombatCryps, CrypImage, CrypSkill };
module.exports = CombatCryps;

View File

@ -2,12 +2,11 @@ const Phaser = require('phaser');
const fs = require('fs');
const { throttle } = require('lodash');
const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
const { CombatCryps, CrypImage, CrypSkill } = require('./combat.cryps');
const CombatLog = require('./combat.log');
const CombatCryps = require('./combat.cryps');
const CombatSkills = require('./combat.skills');
const renderResolutions = require('./combat.render.resolutions');
const CRYP_KEY_MAP = ['keydown_ONE', 'keydown_TWO', 'keydown_THREE'];
const SKILL_KEY_MAP = ['keydown_Q', 'keydown_W', 'keydown_E', 'keydown_R'];
class Combat extends Phaser.Scene {
constructor() {
@ -29,26 +28,14 @@ class Combat extends Phaser.Scene {
}
create() {
this.registry.events.off('changedata', this.updateData);
this.registry.events.on('changedata', this.updateData, this);
this.input.keyboard.on('keydown_S', () => {
this.endGame();
}, 0, this);
this.input.on('pointerup', (pointer, obj) => {
if (obj[0] instanceof CrypImage || obj[0] instanceof CrypSkill) {
obj[0].clickHandler();
} else if (this.registry.get('activeSkill')) {
this.registry.get('activeSkill').clearTint();
this.registry.set('activeSkill', null);
}
});
this.registry.set('gamePhase', false);
this.registry.set('gameAnimating', false);
this.account = this.registry.get('account');
this.log = this.add.text(COMBAT.LOG.x(), COMBAT.LOG.y(), '', TEXT.NORMAL);
this.log.setWordWrapWidth(COMBAT.LOG.width());
this.fetchGame = throttle(() => {
const game = this.registry.get('game');
if (game) {
@ -61,17 +48,20 @@ class Combat extends Phaser.Scene {
}
startGame(game) {
this.scene.manager.add('CombatCryps', CombatCryps, true, game);
this.scene.manager.add('CombatLog', CombatLog, true, game);
this.scene.manager.add('CombatSkills', CombatSkills, true, game);
this.renderedResolves = game.resolved.length; // In case you rejoin mid way
this.combatCryps = new CombatCryps(this);
this.combatCryps.update(game);
this.registry.set('gamePhase', game.phase);
return true;
}
endGame() {
this.scene.switch('CrypList'); // Switch back to cryp list
this.registry.events.off('changedata', this.updateData);
this.registry.set('game', null);
this.scene.get('CombatLog').cleanUp();
this.scene.get('CombatCryps').cleanUp();
this.scene.get('CombatSkills').cleanUp();
this.scene.remove();
return true;
}
@ -86,12 +76,18 @@ class Combat extends Phaser.Scene {
if (!data) return false;
const startGame = this.registry.get('gamePhase') === false;
if (startGame) { this.startGame(data); return true; }
this.redrawGame(data);
this.checkAnimation(data);
// Game over?
if (data.phase === 'Finish') {
this.time.delayedCall(5000, () => {
this.endGame();
});
}
}
return true;
}
redrawGame(game) {
checkAnimation(game) {
// do we need to render resolution animations?
const isAnimating = this.registry.get('gameAnimating');
if (isAnimating) return false;
@ -102,41 +98,6 @@ class Combat extends Phaser.Scene {
this.combatCryps.clearSkills();
return true;
}
// update log
// shallow copy because reverse mutates
this.log.setText(Array.from(game.log).reverse());
// 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);
// Game over?
if (game.phase === 'Finish') {
this.time.delayedCall(5000, () => {
this.endGame();
});
}
return true;
}
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;
}
}

32
client/src/scenes/combat.log.js Executable file
View File

@ -0,0 +1,32 @@
const Phaser = require('phaser');
const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
class CombatLog extends Phaser.Scene {
constructor() {
super({ key: 'CombatLog' });
}
create(game) {
this.registry.events.on('changedata', this.updateData, this);
this.log = this.add.text(COMBAT.LOG.x(), COMBAT.LOG.y(), '', TEXT.NORMAL);
this.log.setWordWrapWidth(COMBAT.LOG.width());
this.log.setText(Array.from(game.log).reverse());
}
updateData(parent, key, data) {
if (key === 'game') {
if (!data) return false;
// update log
// shallow copy because reverse mutates
this.log.setText(Array.from(data.log).reverse());
}
return true;
}
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
View File

View 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);*/