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 (
);
}
class Heal extends Component {
constructor(props) {
super();
this.team = props.team;
this.animations = [];
const points = randomPoints(15, 30, { x: 0, y: 0, width: 300, height: 400 });
this.charges = points.map(coord => projectile(coord[0], coord[1], 14, '#1FF01F'));
}
render() {
return (
);
}
componentDidMount() {
anime.set('#explosion feDisplacementMap', {
scale: 100,
});
anime.set('.skill-anim', {
opacity: 0,
});
this.animations.push(anime({
targets: '.skill-anim',
opacity: [
{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.3 },
{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
],
}));
this.animations.push(anime({
targets: '.skill-anim',
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: 1,
loop: false,
delay: TIMES.TARGET_DELAY_MS,
duration: (duration * 1 / 2),
easing: 'easeInQuad',
}));
this.animations.push(anime({
targets: '#projectile',
cx: 150,
cy: 200,
delay: (TIMES.TARGET_DELAY_MS + duration * 1 / 2),
duration: (duration * 1 / 2),
easing: 'easeInQuad',
}));
}
}
module.exports = Heal;