electrify
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@ -12,6 +12,7 @@ const Buff = require('./anims/buff');
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const Debuff = require('./anims/debuff');
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const Decay = require('./anims/decay');
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const Curse = require('./anims/curse');
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const Electrify = require('./anims/electrify');
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const Haste = require('./anims/haste');
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const Stun = require('./anims/stun');
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const Heal = require('./anims/heal');
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@ -101,6 +102,7 @@ function animations(props) {
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case 'Block': return <Block />;
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case 'Buff': return <Buff />;
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case 'Curse': return <Curse />;
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case 'Electrify': return <Electrify />;
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case 'Blast': return <Blast id={construct.id} team={player}/>;
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case 'Debuff': return <Debuff />;
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case 'Decay': return <Decay />;
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102
client/src/components/anims/electrify.jsx
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102
client/src/components/anims/electrify.jsx
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@ -0,0 +1,102 @@
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const preact = require('preact');
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const { Component } = require('preact');
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const times = require('lodash/times')
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const anime = require('animejs').default;
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const { TIMES } = require('../../constants');
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// shamelessly lifted from teh anime docs
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// https://animejs.com/documentation/#svgAttr
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class Electrify extends Component {
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constructor() {
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super();
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this.animations = [];
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}
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render() {
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return (
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<svg
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class='skill-animation blue'
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version="1.1"
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id="electrify"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 128 128">
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<defs>
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<filter id="electrifyFilter">
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<feGaussianBlur in="SourceGraphic" stdDeviation="5" />
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<feMerge>
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<feMergeNode />
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<feMergeNode in="SourceGraphic" />
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</feMerge>
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</filter>
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</defs>
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<path
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class='blue'
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filter='url("#electrifyFilter")'
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d='M10,64 L10,64 L20,64 L30,64 L40,64 L50,64 L60,64 L70,64 L80,64 L90,64 L100,64 L110,64'
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/>
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<path
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class='white'
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filter='url("#electrifyFilter")'
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d='M10,64 L10,64 L20,64 L30,64 L40,64 L50,64 L60,64 L70,64 L80,64 L90,64 L100,64 L110,64'
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/>
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</svg>
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);
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}
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componentDidMount() {
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this.animations.push(anime({
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targets: ['#electrify'],
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opacity: [
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{ value: 1, delay: TIMES.TARGET_FADE_IN_DELAY, duration: TIMES.TARGET_FADE_IN_DURATION },
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{ value: 0, delay: TIMES.TARGET_FADE_OUT_DELAY, duration: TIMES.FADE_OUT_DURATION },
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],
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easing: 'easeInOutSine',
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}));
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const path = () => `M10,64
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L10,${anime.random(34, 94)}
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L20,${anime.random(34, 94)}
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L30,${anime.random(34, 94)}
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L40,${anime.random(34, 94)}
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L50,${anime.random(34, 94)}
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L60,${anime.random(34, 94)}
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L70,${anime.random(34, 94)}
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L80,${anime.random(34, 94)}
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L90,${anime.random(34, 94)}
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L100,${anime.random(34, 94)}
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L110,64
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`;
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this.animations.push(anime({
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targets: ['#electrify path'],
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d: times(10, path),
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easing: 'easeOutExpo',
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loop: true,
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duration: TIMES.TARGET_MAIN_DURATION / 5,
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}));
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this.animations.push(anime({
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targets: ['#electrify path.white'],
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strokeWidth: [2, 1],
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easing: 'easeInOutSine',
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direction: 'alternate',
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loop: true,
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duration: TIMES.TARGET_MAIN_DURATION,
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}));
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}
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// this is necessary because
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// skipping / timing / unmounting race conditions
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// can cause the animations to cut short, this will ensure the values are reset
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// because preact will recycle all these components
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componentWillUnmount() {
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for (let i = this.animations.length - 1; i >= 0; i--) {
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this.animations[i].reset();
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}
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}
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}
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module.exports = Electrify;
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