const preact = require('preact');
const { Component } = require('preact');
const anime = require('animejs').default;

const { TIMES } = require('../../constants');

class Debuff extends Component {
    constructor() {
        super();
        this.animations = [];
    }

    render() {
        return (
            <svg
                id='debuff'
                class="skill-animation"
                version="1.1"
                xmlns="http://www.w3.org/2000/svg"
                style={{ transform: 'rotate(180deg)' }}
                viewBox="0 0 300 300">
                <filter id='debuffFilter'>
                    <feTurbulence type="turbulence" baseFrequency="0.05" numOctaves="2" result="turbulence" style="transform: scale(1);"></feTurbulence>
                    <feDisplacementMap in2="turbulence" in="SourceGraphic" scale="15" xChannelSelector="R" yChannelSelector="G"></feDisplacementMap>
                </filter>
                <g filter='url("#debuffFilter")'>
                    <polygon class='debuff-one' points='0,190    100,300   190,190'/>
                    <polygon class='debuff-two' points='40,170    100,300   160,170'/>
                    <polygon class='debuff-three' points='70,150    100,300   130,150'/>
                </g>
            </svg>
        );
    }

    componentDidMount() {
        this.animations.push(anime({
            targets: ['#debuff'],
            opacity: 1,

            easing: 'easeOutExpo',
            delay: TIMES.TARGET_DELAY_MS,
            duration: TIMES.TARGET_DELAY_MS,
        }));

        this.animations.push(anime({
            targets: ['#debuff .debuff-one'],
            points: '0,190    100,10   190,190',
            easing: 'easeOutExpo',
            duration: TIMES.START_SKILL,
        }));

        this.animations.push(anime({
            targets: ['#debuff .debuff-two'],
            points: '40,170    100,50   160,170',
            easing: 'easeOutExpo',
            duration: TIMES.START_SKILL,
        }));

        this.animations.push(anime({
            targets: ['#debuff .debuff-three'],
            points: '70,150    100,90   130,150',
            easing: 'easeOutExpo',
            duration: TIMES.START_SKILL,
        }));

        this.animations.push(anime({
            targets: ['#debuffFilter feTurbulence', ' #debuffFilter feDisplacementMap'],
            baseFrequency: 0,
            scale: 1,
            easing: 'easeOutSine',

            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();
        }
    }
}

module.exports = Debuff;
