const preact = require('preact');
const { Component } = require('preact');
const anime = require('animejs').default;
const { TIMES } = require('../../constants');
const { randomPoints } = require('../../utils');
const duration = TIMES.TARGET_DURATION_MS;
function projectile(x, y, radius, colour) {
return (
);
}
function sword(colour) {
return (
);
}
class AttackCharge extends Component {
constructor(props) {
super();
this.animations = [];
this.colour = '#a52a2a';
const points = new Array(30).fill(0);
this.charges = points.map(() => projectile(150, 420, 7, '#1FF01F'));
}
render() {
return (
);
}
componentDidMount() {
let rotate = 0; // Self target value
if (this.props.direction.y) {
if (!this.props.direction.x) rotate = this.props.direction.y > 0 ? 0 : 180;
else {
rotate = this.props.direction.y > 0
? -Math.atan(this.props.direction.y / this.props.direction.x) * 180 / Math.PI
: -Math.atan(this.props.direction.y / this.props.direction.x) * 180 / Math.PI + 180;
}
} else if (this.props.direction.x) {
rotate = this.props.direction.x > 0 ? 270 : 90;
}
anime.set('#slay', {
rotate,
});
anime.set('#slay', {
translateY: -400,
translateX: 0,
});
anime.set('#explosion feDisplacementMap', {
scale: 100,
});
anime.set('#sword', {
fill: this.colour,
stroke: this.colour,
});
this.animations.push(anime({
targets: '#slay',
opacity: [
{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.3 },
{
value: 0,
delay: TIMES.TARGET_DURATION_MS * 0.7 + TIMES.POST_SKILL_DURATION_MS * 0.8,
duration: TIMES.POST_SKILL_DURATION_MS * 0.2,
}],
translateY: 0,
translateX: 0,
loop: false,
delay: TIMES.TARGET_DELAY_MS,
duration: (duration * 1 / 2),
easing: 'easeInQuad',
}));
this.animations.push(anime({
targets: '#explosion feDisplacementMap',
scale: 10000,
loop: false,
delay: (TIMES.TARGET_DELAY_MS + duration * 1 / 2),
duration: (duration * 1 / 2),
easing: 'easeInQuad',
}));
this.animations.push(anime({
targets: '#sword',
fill: '#1FF01F',
stroke: '#1FF01F',
delay: (TIMES.TARGET_DELAY_MS + duration + TIMES.POST_SKILL_DURATION_MS * 0.7),
}));
const projectiles = document.querySelectorAll('#slay circle');
projectiles.forEach(proj => {
this.animations.push(anime({
targets: proj,
cx: Math.random() * 250 + 25,
cy: Math.random() * 200 - 100,
delay: (TIMES.TARGET_DELAY_MS + duration + TIMES.POST_SKILL_DURATION_MS * 0.7),
duration: (TIMES.POST_SKILL_DURATION_MS * 0.3),
easing: 'easeInQuad',
}));
});
}
componentWillUnmount() {
for (let i = this.animations.length - 1; i >= 0; i--) {
this.animations[i].reset();
}
}
}
module.exports = AttackCharge;