2019-06-30 13:25:05 +10:00

64 lines
1.8 KiB
JavaScript

const preact = require('preact');
const { Component } = require('preact');
const anime = require('animejs').default;
const { TIMES } = require('../../constants');
class Buff extends Component {
constructor() {
super();
this.animations = [];
}
render() {
return (
<svg
id='buff'
version="1.1"
xmlns="http://www.w3.org/2000/svg"
viewBox="0 0 300 300">
<g>
<polygon class='buff-one' points='0,190 100,300 190,190'/>
<polygon class='buff-two' points='40,170 100,300 160,170'/>
<polygon class='buff-three' points='70,150 100,300 130,150'/>
</g>
</svg>
);
}
componentDidMount() {
this.animations.push(anime({
targets: ['#buff .buff-one'],
points: '0,190 100,10 190,190',
easing: 'easeOutExpo',
duration: TIMES.START_SKILL
}));
this.animations.push(anime({
targets: ['#buff .buff-two'],
points: '40,170 100,50 160,170',
easing: 'easeOutExpo',
duration: TIMES.START_SKILL,
}));
this.animations.push(anime({
targets: ['#buff .buff-three'],
points: '70,150 100,90 130,150',
easing: 'easeOutExpo',
duration: TIMES.START_SKILL,
}));
}
// 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();
}
}
}
module.exports = Buff;