rename skills -> animations
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@@ -0,0 +1,156 @@
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const Phaser = require('phaser');
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const { POSITIONS: { COMBAT }, DELAYS } = require('./constants');
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const randomColour = () => {
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const colours = ['green', 'blue', 'red', 'white', 'yellow'];
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return colours[Math.floor(Math.random() * 5)];
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};
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const animationParams = (isAlly) => {
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const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const speed = isAlly ? 250 : -250;
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const img = randomColour();
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const angleMin = isAlly ? 320 : 180;
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const angleMax = isAlly ? 360 : 220;
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return { spawnLocation, speed, img, angleMin, angleMax };
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};
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class CombatSkills extends Phaser.GameObjects.Group {
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constructor(scene) {
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super(scene);
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this.scene = scene;
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}
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wall(isAlly) {
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const lifespan = DELAYS.EFFECT_DURATION;
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const { spawnLocation, speed, img } = animationParams(isAlly);
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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x: spawnLocation,
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y: { min: COMBAT.height() * 0.2, max: COMBAT.height() * 0.5 },
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speedX: { min: speed, max: speed * 2 },
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scale: { start: 0.4, end: 0 },
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quantity: 4,
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blendMode: 'ADD',
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lifespan,
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});
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this.add(particles);
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this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this.scene);
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}
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spit(isAlly) {
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const lifespan = DELAYS.EFFECT_DURATION;
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const { spawnLocation, speed, img, angleMin, angleMax } = animationParams(isAlly);
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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angle: { min: angleMin, max: angleMax },
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speed: speed * 2,
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scale: { start: 0.4, end: 1 },
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gravityY: 250,
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quantity: 4,
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blendMode: 'ADD',
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lifespan,
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});
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this.add(particles);
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this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this);
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}
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gravBomb(isAlly) {
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const lifespan = DELAYS.EFFECT_DURATION;
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const { spawnLocation, img } = animationParams(isAlly);
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const particles = this.scene.add.particles(img);
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const location = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const well = particles.createGravityWell({
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x: location,
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y: COMBAT.height() * 0.25,
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power: 4,
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gravity: 500,
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});
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this.emitter = particles.createEmitter({
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x: spawnLocation,
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y: COMBAT.height() * 0.25,
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speed: 1000,
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scale: { start: 0.7, end: 1 },
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blendMode: 'ADD',
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lifespan,
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});
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this.add(particles);
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this.scene.time.delayedCall(lifespan, () => { this.emitter.stop(); well.active = false; }, [], this.scene);
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}
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gravBlast(isAlly) {
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const lifespan = DELAYS.EFFECT_DURATION;
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const WELL_END = lifespan / 2;
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const img = randomColour();
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const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65;
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const isEnemyLocation = isAlly ? COMBAT.width() * 0.7 : COMBAT.width() * 0.3;
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const particles = this.scene.add.particles(img);
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const bounds = isAlly
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? { x: COMBAT.width() * 0.3, y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 }
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: { x: 0.2 * COMBAT.width(), y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 };
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const well = particles.createGravityWell({
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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power: 4,
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gravity: 500,
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});
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const emitter = particles.createEmitter({
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x: spawnLocation,
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y: COMBAT.height() * 0.35,
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speed: 1000,
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scale: { start: 0.7, end: 1 },
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blendMode: 'ADD',
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bounds,
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lifespan,
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});
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this.add(particles);
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this.scene.time.delayedCall(WELL_END, () => { emitter.stop(); well.x = isEnemyLocation; }, [], this.scene);
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this.scene.time.delayedCall(lifespan, () => { well.active = false; }, [], this.scene);
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}
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chargeBall(isAlly) {
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const lifespan = DELAYS.EFFECT_DURATION;
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const CHARGE_LIFESPAN = lifespan / 2;
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const { img, spawnLocation } = animationParams(isAlly);
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const targetLocation = isAlly ? 0.7 * COMBAT.width() : 0.25 * COMBAT.width();
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const particles = this.scene.add.particles(img);
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const emitter = particles.createEmitter({
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x: 0,
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y: 0,
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moveToX: spawnLocation,
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moveToY: COMBAT.height() * 0.1,
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scale: 0.75,
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quantity: 4,
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_frequency: 20,
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blendMode: 'ADD',
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emitZone: { source: new Phaser.Geom.Rectangle(0, 0, COMBAT.width(), COMBAT.height()) },
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lifespan: CHARGE_LIFESPAN,
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});
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const emitter2 = particles.createEmitter({
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radial: false,
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x: { min: spawnLocation, max: targetLocation, steps: 256 },
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y: { min: COMBAT.height() * 0.1, max: COMBAT.height() * 0.4, steps: 256 },
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quantity: 4,
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gravityY: 0,
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scale: { start: 1.5, end: 0, ease: 'Power3' },
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blendMode: 'ADD',
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active: false,
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lifespan,
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});
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this.add(particles);
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this.scene.time.delayedCall(CHARGE_LIFESPAN, () => { emitter.stop(); }, [], this.scene);
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this.scene.time.delayedCall(CHARGE_LIFESPAN, () => { emitter2.active = true; }, [], this.scene);
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this.scene.time.delayedCall(lifespan, () => { emitter2.stop(); }, [], this.scene);
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}
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cleanup() {
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this.children.entries.forEach(obj => obj.destroy());
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}
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}
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module.exports = CombatSkills;
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