105 lines
3.2 KiB
JavaScript
105 lines
3.2 KiB
JavaScript
const preact = require('preact');
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const { Component } = require('preact');
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const anime = require('animejs').default;
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const { TIMES } = require('../../constants');
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const { randomPoints } = require('../../utils');
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const duration = TIMES.TARGET_DURATION_MS;
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function projectile(x, y, radius, colour) {
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return (
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<circle
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cx={x}
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cy={y}
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r={radius}
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fill="url(#grad1)"
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stroke-width="2"
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stroke={colour}
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id="projectile"
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filter="url(#explosion)"
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/>
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);
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}
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class Heal extends Component {
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constructor(props) {
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super();
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this.team = props.team;
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this.animations = [];
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const points = randomPoints(15, 30, { x: 0, y: 0, width: 300, height: 400 });
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this.charges = points.map(coord => projectile(coord[0], coord[1], 14, '#1FF01F'));
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}
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render() {
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return (
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<svg
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class={'skill-anim'}
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version="1.1"
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id="Layer_1"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 300 400">
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<defs>
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<radialGradient id="grad1" cx="50%" cy="0%" r="85%" fx="50%" fy="50%">
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<stop offset="0%" style="stop-color:#dba9a9;stop-opacity:0.6" />
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<stop offset="100%" style={'stop-color:#1FF01F;stop-opacity:1'} />
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</radialGradient>
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</defs>
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<filter id="explosion">
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<feGaussianBlur stdDeviation="4"/>
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="3" result="turbulence"/>
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<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="A" yChannelSelector="A"/>
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</filter>
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{this.charges}
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</svg>
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);
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}
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componentDidMount() {
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anime.set('#explosion feDisplacementMap', {
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scale: 100,
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});
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anime.set('.skill-anim', {
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opacity: 0,
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});
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this.animations.push(anime({
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targets: '.skill-anim',
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opacity: [
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{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.3 },
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{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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],
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}));
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this.animations.push(anime({
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targets: '.skill-anim',
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translateY: 0,
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translateX: 0,
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loop: false,
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delay: TIMES.TARGET_DELAY_MS,
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duration: (duration * 1 / 2),
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easing: 'easeInQuad',
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}));
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this.animations.push(anime({
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targets: '#explosion feDisplacementMap',
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scale: 1,
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loop: false,
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delay: TIMES.TARGET_DELAY_MS,
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duration: (duration * 1 / 2),
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easing: 'easeInQuad',
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}));
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this.animations.push(anime({
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targets: '#projectile',
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cx: 150,
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cy: 200,
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delay: (TIMES.TARGET_DELAY_MS + duration * 1 / 2),
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duration: (duration * 1 / 2),
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easing: 'easeInQuad',
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}));
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}
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}
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module.exports = Heal;
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