198 lines
7.8 KiB
JavaScript
198 lines
7.8 KiB
JavaScript
const Phaser = require('phaser');
|
|
|
|
const { DELAYS, TEXT, POSITIONS: { COMBAT }, COLOURS } = require('./constants');
|
|
|
|
const calcMargin = () => {
|
|
const CRYP_MARGIN = COMBAT.height() / 5;
|
|
const TEXT_MARGIN = COMBAT.height() / 35;
|
|
const TEAM_MARGIN = COMBAT.width() * 0.7;
|
|
const X_PADDING = COMBAT.width() / 10;
|
|
const Y_PADDING = COMBAT.height() / 7;
|
|
return { CRYP_MARGIN, TEXT_MARGIN, TEAM_MARGIN, X_PADDING, Y_PADDING };
|
|
};
|
|
|
|
const healthBarDimensions = (team, iter) => {
|
|
const { TEAM_MARGIN, TEXT_MARGIN, CRYP_MARGIN } = calcMargin();
|
|
const healthBarX = 1.25 * TEAM_MARGIN * team;
|
|
const healthBarY = COMBAT.y() + TEXT_MARGIN + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
|
|
const healthBarWidth = TEAM_MARGIN / 10;
|
|
const healthBarHeight = TEXT_MARGIN / 1.5;
|
|
return { healthBarX, healthBarY, healthBarWidth, healthBarHeight };
|
|
};
|
|
|
|
const crypAvatarText = (team, iter) => {
|
|
const { TEAM_MARGIN, CRYP_MARGIN, TEXT_MARGIN } = calcMargin();
|
|
const nameTextX = 1.25 * TEAM_MARGIN * team;
|
|
const nameTextY = COMBAT.y() + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
|
|
const healthTextX = 1.25 * TEAM_MARGIN * team;
|
|
const healthTextY = COMBAT.y() + TEXT_MARGIN * 2 + CRYP_MARGIN * iter + COMBAT.height() * 0.07;
|
|
return { nameTextX, nameTextY, healthTextX, healthTextY };
|
|
};
|
|
|
|
const skillTextPosition = (crypIter, skillIter) => {
|
|
const { TEXT_MARGIN } = calcMargin();
|
|
const skillTextX = 0.15 * COMBAT.width() * crypIter;
|
|
const skillTextY = COMBAT.y() + COMBAT.height() * 0.7 + TEXT_MARGIN * skillIter;
|
|
return [skillTextX, skillTextY];
|
|
};
|
|
|
|
const crypPosition = (team, iter) => {
|
|
const { CRYP_MARGIN, TEAM_MARGIN, Y_PADDING } = calcMargin();
|
|
const crypAvatarX = COMBAT.width() / 8 + TEAM_MARGIN * team;
|
|
const crypAvatarY = Y_PADDING * 1.25 + CRYP_MARGIN * iter;
|
|
return { crypAvatarX, crypAvatarY };
|
|
};
|
|
|
|
class CrypImage extends Phaser.GameObjects.Image {
|
|
constructor(scene, team, iter, avatar, cryp, healthbar) {
|
|
// Avatar will be a property of cryp
|
|
const { crypAvatarX, crypAvatarY } = crypPosition(team, iter);
|
|
super(scene, crypAvatarX, crypAvatarY, avatar);
|
|
this.scene = scene; this.cryp = cryp; this.iter = iter;
|
|
this.healthbar = healthbar;
|
|
}
|
|
|
|
clickHandler() {
|
|
this.scene.game.events.emit('SEND_ACTIVE_SKILL', this.cryp);
|
|
}
|
|
|
|
takeDamage(damage) {
|
|
this.setTint(0xff0000);
|
|
this.healthbar.takeDamage(damage);
|
|
this.scene.time.delayedCall(DELAYS.DAMAGE_TICK, () => {
|
|
this.clearTint();
|
|
});
|
|
}
|
|
}
|
|
|
|
class CrypSkill extends Phaser.GameObjects.Text {
|
|
constructor(scene, x, y, skill, cryp) {
|
|
// Avatar will be a property of cryp
|
|
if (skill) {
|
|
const CD_TEXT = skill.cd ? `(${skill.cd}T)` : '';
|
|
const SKILL_TEXT = `${skill.skill} ${CD_TEXT}`;
|
|
super(scene, x, y, SKILL_TEXT, TEXT.NORMAL);
|
|
this.cryp = cryp;
|
|
this.skill = skill;
|
|
this.scene = scene;
|
|
this.setInteractive();
|
|
} else {
|
|
super(scene, x, y, cryp.name, TEXT.HEADER);
|
|
}
|
|
}
|
|
|
|
clickHandler() {
|
|
this.scene.game.events.emit('SET_ACTIVE_SKILL', this);
|
|
}
|
|
}
|
|
|
|
class HealthBar extends Phaser.GameObjects.Graphics {
|
|
constructor(scene, cryp, team, iter, crypHpText) {
|
|
super(scene);
|
|
this.team = team; this.iter = iter; this.hp = cryp.hp.base;
|
|
this.stam = cryp.stamina.base; this.hpText = crypHpText;
|
|
this.drawHealthBar();
|
|
}
|
|
|
|
drawHealthBar() {
|
|
const {
|
|
healthBarX, healthBarY, healthBarWidth, healthBarHeight,
|
|
} = healthBarDimensions(this.team, this.iter);
|
|
this.hpText.text = `${this.hp.toString()} / ${this.stam.toString()} HP`;
|
|
// Draw Black Border
|
|
this.fillStyle(COLOURS.BLACK);
|
|
this.fillRect(healthBarX, healthBarY, healthBarWidth, healthBarHeight);
|
|
// White fill
|
|
this.fillStyle(COLOURS.WHITE);
|
|
this.fillRect(healthBarX + 2, healthBarY + 2, healthBarWidth - 4, healthBarHeight - 4);
|
|
// Fill the health bar
|
|
const healthPercentage = this.hp / this.stam;
|
|
if (healthPercentage < 0.3) {
|
|
this.fillStyle(COLOURS.RED);
|
|
} else if (healthPercentage < 0.65) {
|
|
this.fillStyle(COLOURS.YELLOW);
|
|
} else {
|
|
this.fillStyle(0x00ff00); // str8 up green
|
|
}
|
|
const healthWidth = Math.floor(healthBarWidth * healthPercentage);
|
|
this.fillRect(healthBarX + 2, healthBarY + 2, healthWidth, healthBarHeight - 4);
|
|
}
|
|
|
|
takeDamage(damage) {
|
|
this.hp -= damage;
|
|
this.clear();
|
|
this.drawHealthBar();
|
|
}
|
|
}
|
|
|
|
function renderCryp(scene, group, cryp, game, team, iter) {
|
|
// Add Image Avatar Class
|
|
const avatar = team ? 'magmar' : 'alk';
|
|
// Add cryp hp
|
|
const { nameTextX, nameTextY, healthTextX, healthTextY } = crypAvatarText(team, iter);
|
|
const crypName = scene.add.text(nameTextX, nameTextY, cryp.name, TEXT.NORMAL);
|
|
const crypHpText = scene.add.text(healthTextX, healthTextY, '', TEXT.NORMAL);
|
|
const healthBar = scene.add.existing(new HealthBar(scene, cryp, team, iter, crypHpText));
|
|
// Add cryp name
|
|
const crypSpawn = scene.add.existing(new CrypImage(scene, team, iter, avatar, cryp, healthBar))
|
|
.setScale(0.5)
|
|
.setInteractive();
|
|
group.addMultiple([crypHpText, healthBar, crypSpawn, crypName]);
|
|
return crypSpawn;
|
|
}
|
|
|
|
function renderSkills(scene, group, cryp, game, iter) {
|
|
const skillList = [];
|
|
// If the cryps have been spawned already put the skills in a corresponding pos
|
|
const namePos = skillTextPosition(iter, 0);
|
|
const addSkill = (skill, i) => {
|
|
// Draw skill group name as part of the "skill class" so we can destroy it later
|
|
if (i === 0) group.add(scene.add.existing(new CrypSkill(scene, namePos[0], namePos[1], false, cryp)));
|
|
const skillTextPos = skillTextPosition(iter, i + 2);
|
|
const skillObj = new CrypSkill(scene, skillTextPos[0], skillTextPos[1], skill, cryp);
|
|
group.add(scene.add.existing(skillObj));
|
|
skillList.push(skillObj);
|
|
};
|
|
if (game.phase === 'Skill' && cryp.account === scene.account.id) {
|
|
if (cryp.hp.base === 0) return true;
|
|
cryp.skills.forEach(addSkill);
|
|
} else if (game.phase === 'Target' && cryp.account !== scene.account.id) {
|
|
const blockSkill = game.stack.find(skill => skill.source_cryp_id === cryp.id);
|
|
// cryp not casting this turn
|
|
if (!blockSkill) return false;
|
|
addSkill(blockSkill, 0);
|
|
}
|
|
return skillList;
|
|
}
|
|
|
|
class CombatCryps extends Phaser.GameObjects.Group {
|
|
constructor(scene) {
|
|
super(scene);
|
|
this.scene = scene;
|
|
}
|
|
|
|
update(game) {
|
|
// Setting gamePhase will stop redraw unless phase changes again
|
|
this.scene.registry.set('gamePhase', game.phase);
|
|
// Destroy skills currently shown as the game state has changed
|
|
const account = this.scene.registry.get('account');
|
|
const allyTeam = game.teams.find(t => t.id === account.id);
|
|
// in future there will be more than one
|
|
const [enemyTeam] = game.teams.filter(t => t.id !== account.id);
|
|
|
|
const renderTeam = (cryp, iter, team) => {
|
|
const crypObj = renderCryp(this.scene, this, cryp, game, team, iter);
|
|
// Update to health bars wont be needed when dmg taken is done properly
|
|
crypObj.healthbar.hp = cryp.hp.base;
|
|
crypObj.healthbar.drawHealthBar();
|
|
crypObj.skills = renderSkills(this.scene, this, cryp, game, crypObj.iter);
|
|
const addKeys = (game.phase === 'Skill' && !team) || (game.phase === 'Target' && team);
|
|
if (addKeys) this.scene.crypKeyHandler(crypObj, crypObj.iter);
|
|
};
|
|
allyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 0));
|
|
enemyTeam.cryps.forEach((cryp, i) => renderTeam(cryp, i, 1));
|
|
}
|
|
}
|
|
|
|
module.exports = CombatCryps;
|