const preact = require('preact'); const { Component } = require('preact'); const anime = require('animejs').default; const { connect } = require('preact-redux'); const { TIMES, COLOURS } = require('../../constants'); const addState = connect( function receiveState(state) { const { animCb } = state; return { animCb }; } ); function projectile(x, y, radius, colour) { return ( ); } class Purify extends Component { constructor() { super(); this.animations = []; const points = [ [80, 240], [176, 240], [212, 216], [44, 216], [80, 240], [248, 192], [8, 192], ]; this.charges = points.map(coord => projectile(coord[0], coord[1], 12, COLOURS.GREEN)); } render() { return ( {this.charges} ); } componentDidMount() { this.animations.push(anime({ targets: ['#purify'], 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: ['#block'], opacity: [ { value: 0, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS }, ], easing: 'easeInOutSine', })); this.animations.push(anime({ targets: ['#purify circle'], opacity: [ { value: 1, duration: TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS * 0.2 }, ], easing: 'easeInOutSine', cx: 128, cy: 24, 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(); } this.props.animCb(); } } module.exports = addState(Purify);