const preact = require('preact');
const { Component } = require('preact');
const anime = require('animejs').default;
const { TIMES } = require('../../constants');
const { randomPoints } = require('../../utils');
const duration = TIMES.START_SKILL;
function projectile(x, y, radius, colour) {
return (
);
}
function sword(colour) {
return (
);
}
class AttackCharge extends Component {
constructor(props) {
super();
this.team = props.team;
// this.colour = props.colour;
this.colour = '#a52a2a';
const points = new Array(30).fill(0);
this.charges = points.map(() => projectile(150, 420, 7, '#1FF01F'));
}
render() {
return (
);
}
componentDidMount() {
if (!this.props.team) {
anime.set('.skill-anim', {
rotate: Math.random() * 180 + 90,
});
} else {
anime.set('.skill-anim', {
rotate: Math.random() * 180 + 270,
});
}
anime.set('.skill-anim', {
translateY: -400,
translateX: 0,
});
anime.set('#explosion feDisplacementMap', {
scale: 100,
});
anime.set('#sword', {
fill: this.colour,
stroke: this.colour,
});
anime.set('#projectile', {
cx: 150,
cy: 420,
});
anime({
targets: '.skill-anim',
translateY: 0,
translateX: 0,
loop: false,
duration: (duration * 1 / 2),
easing: 'easeInQuad',
});
anime({
targets: '#explosion feDisplacementMap',
scale: 10000,
loop: false,
delay: (duration * 1 / 2),
duration: (duration * 1 / 2),
easing: 'easeInQuad',
});
anime({
targets: '#sword',
fill: '#1FF01F',
stroke: '#1FF01F',
delay: (duration * 3 / 4),
});
const projectiles = document.querySelectorAll('#projectile');
projectiles.forEach(proj => {
anime({
targets: proj,
cx: Math.random() * 250 + 25,
cy: Math.random() * 200 - 100,
delay: (duration * 2 / 3),
duration: (duration * 1 / 3),
easing: 'easeInQuad',
});
});
}
}
module.exports = AttackCharge;