mnml/client/src/scenes/combat.cryps.js
2018-12-04 15:16:16 +10:00

209 lines
8.3 KiB
JavaScript
Executable File

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} ${CD_TEXT}`;
super(scene, x, y, SKILL_TEXT, TEXT.NORMAL);
this.cryp = cryp;
this.skill = skill;
this.scene = scene;
this.setInteractive();
} else {
super(scene, x, y, cryp.name, TEXT.HEADER);
}
}
clickHandler() {
this.scene.game.events.emit('SET_ACTIVE_SKILL', this);
}
}
class HealthBar extends Phaser.GameObjects.Graphics {
constructor(scene, cryp, team, iter, crypHpText) {
super(scene);
this.team = team; this.iter = iter; this.hp = cryp.hp.base;
this.stam = cryp.stamina.base; this.hpText = crypHpText;
this.drawHealthBar();
}
drawHealthBar() {
this.clear();
const {
healthBarX, healthBarY, healthBarWidth, healthBarHeight,
} = healthBarDimensions(this.team, this.iter);
this.hpText.text = `${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) {
const takeDamage = (damage > this.hp) ? this.hp : damage;
this.hp -= takeDamage;
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 = new CrypImage(scene, team, iter, avatar, cryp, healthBar);
scene.add.existing(crypSpawn)
.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, createCryps) {
// Setting gamePhase will stop redraw unless phase changes again
if (!createCryps) this.clearSkills();
// 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 = createCryps
? renderCryp(this.scene, this, cryp, game, team, iter)
: this.children.entries
.filter(obj => obj instanceof CrypImage)
.find(c => c.cryp.id === cryp.id);
// 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));
return true;
}
clearSkills() {
// console.log(this.scene.gameStart);
this.children.entries.filter(obj => obj instanceof CrypSkill).forEach(obj => obj.destroy());
}
}
module.exports = { CombatCryps, CrypImage, CrypSkill };