const preact = require('preact'); const { Component } = require('preact'); const { connect } = require('preact-redux'); // const { match } = require('./../utils'); const banish = require('./anims/banish'); const idleAnimation = require('./anims/idle'); const invert = require('./anims/invert'); const wiggle = require('./anims/wiggle'); const sourceCast = require('./anims/source.cast'); const { ConstructAnimation } = require('./animations'); const addState = connect( function receiveState(state) { const { animSource, animTarget, resolution, account } = state; return { animSource, animTarget, resolution, account }; } ); class ConstructAvatar extends Component { constructor() { super(); // The animation ids are a check to ensure that animations are not repeated // When a new construct animation is communicated with state it will have a corresponding Id // which is a count of how many resoluttions have passed this.animations = []; this.resetAnimations = this.resetAnimations.bind(this); } render() { const { construct, mouseOver } = this.props; return (
); } onClick() { return this.animations.push(wiggle(this.props.construct.id, this.idle)); } componentDidMount() { this.idle = idleAnimation(this.props.construct.id); return this.animations.push(this.idle); } resetAnimations() { for (let i = this.animations.length - 1; i >= 0; i--) { this.animations[i].reset(); } } componentWillUnmount() { this.resetAnimations(); } componentDidUpdate(prevProps) { const { animSource, animTarget, resolution, construct, account } = this.props; // a different text object and text construct if (resolution && resolution !== prevProps.resolution && resolution.event[1].construct === construct.id) { return wiggle(construct.id, this.idle); } // different source object and source construct if (animSource && animSource !== prevProps.animSource && animSource.event[1].construct === construct.id) { const { construct: constructId, player, direction: [x, y] } = animSource.event[1]; const animY = y && player === account.id ? -1 : y; return sourceCast(constructId, { x, y: animY }, this.idle); } // different target object and target construct if (animTarget && animTarget !== prevProps.animTarget && animTarget.event[1].construct.includes(construct.id)) { switch (animTarget.skill) { case 'Banish': return banish(construct.id, this.idle); case 'Invert': return invert(construct.id, this.idle); default: return null; } } return true; } shouldComponentUpdate(newProps) { const { animSource, animTarget, resolution, construct, mouseOver } = newProps; if (animSource !== this.props.animSource) return true; if (animTarget !== this.props.animTarget) return true; if (resolution !== this.props.resolution) return true; if (construct !== this.props.construct) return true; if (mouseOver !== this.props.mouseOver) return true; return false; } } function ConstructName(props) { const { construct } = props; if (!construct) return false; return

{construct.name}

; } module.exports = { ConstructAvatar: addState(ConstructAvatar), ConstructName, };