const preact = require('preact'); const AttackCharge = require('./anims/attack.charge'); const Blast = require('./anims/blast'); const Heal = require('./anims/heal'); const Strike = require('./anims/strike'); const Chaos = require('./anims/chaos'); const Slay = require('./anims/slay'); const Siphon = require('./anims/siphon'); const Test = require('./anims/test'); const { removeTier } = require('../utils'); const colours = { red: '#a52a2a', green: '#1FF01F', blue: '#3498db', purple: '#A25AC1', yellow: '#d1c86a', cyan: '#6AD1BF', white: '#FFFFFF', }; function animations(props) { const { combatTextClass, combatText, stage, player, construct } = props; const anim = text => { if (stage === 'START_SKILL') { const skill = removeTier(text); switch (skill) { // Attack Base case 'Attack': return ; case 'Strike': return ; case 'Heal': return ; case 'Blast': return ; case 'Chaos': return ; case 'Slay': return ; case 'Siphon': return ; // Stun Base // Block Base // Buff Base // Debuff Base default: return text; } } else if (stage === 'END_SKILL') { const skill = removeTier(text); switch (skill) { case 'Attack': return ; case 'Blast': return ; case 'Strike': return ; case 'Chaos': return ; case 'Slay': return ; case 'Heal': return ; case 'Siphon': return ; default: return text; } } return text; }; if (combatText) { const combatAnim = anim(combatText); return
{combatAnim}
; } /* return (
); */ return (
 
); } module.exports = animations;