const Phaser = require('phaser'); const { POSITIONS: { COMBAT }, DELAYS } = require('./constants'); const randomColour = () => { const colours = ['green', 'blue', 'red', 'white', 'yellow']; return colours[Math.floor(Math.random() * 5)]; }; const animationParams = (isAlly) => { const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65; const speed = isAlly ? 250 : -250; const img = randomColour(); const angleMin = isAlly ? 320 : 180; const angleMax = isAlly ? 360 : 220; return { spawnLocation, speed, img, angleMin, angleMax }; }; class CombatSkills extends Phaser.GameObjects.Group { constructor(scene) { super(scene); this.scene = scene; } wall(isAlly) { const lifespan = DELAYS.ANIMATION_DURATION; const { spawnLocation, speed, img } = animationParams(isAlly); const particles = this.scene.add.particles(img); const emitter = particles.createEmitter({ x: spawnLocation, y: { min: COMBAT.height() * 0.2, max: COMBAT.height() * 0.5 }, speedX: { min: speed, max: speed * 2 }, scale: { start: 0.4, end: 0 }, quantity: 4, blendMode: 'ADD', lifespan, }); this.add(particles); this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this.scene); } spit(isAlly) { const lifespan = DELAYS.ANIMATION_DURATION; const { spawnLocation, speed, img, angleMin, angleMax } = animationParams(isAlly); const particles = this.scene.add.particles(img); const emitter = particles.createEmitter({ x: spawnLocation, y: COMBAT.height() * 0.35, angle: { min: angleMin, max: angleMax }, speed: speed * 2, scale: { start: 0.4, end: 1 }, gravityY: 25, quantity: 4, blendMode: 'ADD', lifespan, }); this.add(particles); this.scene.time.delayedCall(lifespan, () => { emitter.stop(); }, [], this); } gravBomb(isAlly) { const lifespan = DELAYS.ANIMATION_DURATION; const { spawnLocation, img } = animationParams(isAlly); const particles = this.scene.add.particles(img); const location = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65; const well = particles.createGravityWell({ x: location, y: COMBAT.height() * 0.25, power: 4, gravity: 500, }); this.emitter = particles.createEmitter({ x: spawnLocation, y: COMBAT.height() * 0.25, speed: 1000, scale: { start: 0.7, end: 1 }, blendMode: 'ADD', lifespan, }); this.add(particles); this.scene.time.delayedCall(lifespan, () => { this.emitter.stop(); well.active = false; }, [], this.scene); } gravBlast(isAlly) { const lifespan = DELAYS.ANIMATION_DURATION; const WELL_END = lifespan / 2; const img = randomColour(); const spawnLocation = isAlly ? COMBAT.width() * 0.35 : COMBAT.width() * 0.65; const isEnemyLocation = isAlly ? COMBAT.width() * 0.7 : COMBAT.width() * 0.3; const particles = this.scene.add.particles(img); const bounds = isAlly ? { x: COMBAT.width() * 0.3, y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 } : { x: 0.2 * COMBAT.width(), y: COMBAT.height() * 0.2, w: COMBAT.width() * 0.5, h: COMBAT.height() * 0.2 }; const well = particles.createGravityWell({ x: spawnLocation, y: COMBAT.height() * 0.35, power: 4, gravity: 500, }); const emitter = particles.createEmitter({ x: spawnLocation, y: COMBAT.height() * 0.35, speed: 1000, scale: { start: 0.7, end: 1 }, blendMode: 'ADD', bounds, lifespan, }); this.add(particles); this.scene.time.delayedCall(WELL_END, () => { emitter.stop(); well.x = isEnemyLocation; }, [], this.scene); this.scene.time.delayedCall(lifespan, () => { well.active = false; }, [], this.scene); } chargeBall(isAlly) { const lifespan = DELAYS.ANIMATION_DURATION; const CHARGE_LIFESPAN = lifespan / 2; const { img, spawnLocation } = animationParams(isAlly); const targetLocation = isAlly ? 0.7 * COMBAT.width() : 0.25 * COMBAT.width(); const particles = this.scene.add.particles(img); const emitter = particles.createEmitter({ x: 0, y: 0, moveToX: spawnLocation, moveToY: COMBAT.height() * 0.1, scale: 0.75, quantity: 4, _frequency: 20, blendMode: 'ADD', emitZone: { source: new Phaser.Geom.Rectangle(0, 0, COMBAT.width(), COMBAT.height()) }, lifespan: CHARGE_LIFESPAN, }); const emitter2 = particles.createEmitter({ radial: false, x: { min: spawnLocation, max: targetLocation, steps: 256 }, y: { min: COMBAT.height() * 0.1, max: COMBAT.height() * 0.4, steps: 256 }, quantity: 4, gravityY: 0, scale: { start: 1.5, end: 0, ease: 'Power3' }, blendMode: 'ADD', active: false, lifespan, }); this.add(particles); this.scene.time.delayedCall(CHARGE_LIFESPAN, () => { emitter.stop(); }, [], this.scene); this.scene.time.delayedCall(CHARGE_LIFESPAN, () => { emitter2.active = true; }, [], this.scene); this.scene.time.delayedCall(lifespan, () => { emitter2.stop(); }, [], this.scene); } cleanup() { this.children.entries.forEach(obj => obj.destroy()); } } module.exports = CombatSkills;