const preact = require('preact'); const { Component } = require('preact'); const anime = require('animejs').default; const { connect } = require('preact-redux'); const { TIMES } = require('../../constants'); const addState = connect( function receiveState(state) { const { animCb } = state; return { animCb }; } ); class Ruin extends Component { constructor() { super(); this.animations = []; } render() { const path = 'M0,100 C100,100 100,100 200,100'; return ( ); } componentDidMount() { this.animations.push(anime({ targets: ['#ruin'], opacity: [ { value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 }, { value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 }, ], easing: 'easeInOutSine', })); this.animations.push(anime({ targets: ['#ruin'], rotate: 180, easing: 'linear', loop: true, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS, })); } // this is necessary because // skipping / timing / unmounting race conditions // can cause the animations to cut short, this will ensure the values are reset // because preact will recycle all these components componentWillUnmount() { for (let i = this.animations.length - 1; i >= 0; i--) { this.animations[i].reset(); } try { this.props.animCb && this.props.animCb(); } catch (e) { console.log(e); } } } module.exports = addState(Ruin);