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 (
);
}
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);