mnml/client/src/components/animations.jsx
2019-07-04 23:11:59 +10:00

173 lines
5.8 KiB
JavaScript

const preact = require('preact');
const anime = require('animejs').default;
const AttackCharge = require('./anims/attack.charge');
const Amplify = require('./anims/amplify');
const Banish = require('./anims/banish');
const Bash = require('./anims/bash');
const Blast = require('./anims/blast');
const Block = require('./anims/block');
const Buff = require('./anims/buff');
const Chaos = require('./anims/chaos');
const Clutch = require('./anims/clutch');
const Counter = require('./anims/counter');
const Curse = require('./anims/curse');
const Debuff = require('./anims/debuff');
const Decay = require('./anims/decay');
const Electrify = require('./anims/electrify');
const Electrocute = require('./anims/electrocute');
const Haste = require('./anims/haste');
const Heal = require('./anims/heal');
const Hex = require('./anims/hex');
const Hybrid = require('./anims/hybrid');
const Intercept = require('./anims/intercept');
const Invert = require('./anims/invert');
const Purify = require('./anims/purify');
const Recharge = require('./anims/recharge');
const Refl = require('./anims/reflect');
const Restrict = require('./anims/restrict');
const Siphon = require('./anims/siphon');
const SiphonTick = require('./anims/siphon.tick');
const Slay = require('./anims/slay');
const Sleep = require('./anims/sleep');
const Strike = require('./anims/strike');
const Stun = require('./anims/stun');
const Triage = require('./anims/triage');
const TriageTick = require('./anims/triage.tick');
// const Test = require('./anims/test');
const { removeTier } = require('../utils');
const colours = {
red: '#a52a2a',
green: '#1FF01F',
blue: '#3498db',
purple: '#A25AC1',
yellow: '#d1c86a',
cyan: '#6AD1BF',
white: '#FFFFFF',
};
const { TIMES } = require('../constants');
function animations(props) {
const { game, account, resolution, player, construct } = props;
if (!resolution) return false;
const [, event] = resolution.event;
if (!event.skill) return false;
if (!resolution.target) return false;
// source animation
if (resolution.source.id === construct.id && resolution.stages.includes('START_SKILL')) {
const playerTeam = game.players.find(t => t.id === account.id);
const playerTeamIds = playerTeam.constructs.map(c => c.id);
const otherTeam = game.players.find(t => t.id !== account.id);
const otherTeamIds = otherTeam.constructs.map(c => c.id);
const sourceIsPlayer = playerTeamIds.includes(construct.id);
const targetIsPlayer = playerTeamIds.includes(resolution.target.id);
const sameTeam = (sourceIsPlayer && targetIsPlayer) || (!sourceIsPlayer && !targetIsPlayer);
const y = sameTeam
? 0
: targetIsPlayer
? 1
: -1;
const i = sourceIsPlayer
? playerTeamIds.findIndex(c => c === construct.id)
: otherTeamIds.findIndex(c => c === construct.id);
const j = targetIsPlayer
? playerTeamIds.findIndex(c => c === resolution.target.id)
: otherTeamIds.findIndex(c => c === resolution.target.id);
const x = j - i;
anime({
targets: [document.getElementById(construct.id)],
translateY: y * 200,
translateX: x * 200,
easing: 'easeInOutElastic',
direction: 'alternate',
duration: TIMES.SOURCE_DURATION_MS,
});
}
if (resolution.target.id !== construct.id) return false;
// target animation
const anim = text => {
console.log(text);
if (!text || !resolution.sequence[0].includes('END_SKILL')) return false;
const skill = removeTier(text);
switch (skill) {
// Attack base
case 'Attack': return <Strike colour={colours.white}/>;
case 'Blast': return <Blast />;
case 'Siphon': return <Siphon />;
case 'SiphonTick': return <SiphonTick />;
case 'Strike': return <Strike colour={colours.red}/>;
case 'Chaos': return <Chaos />;
case 'Slay': return <Slay />;
case 'Heal': return <Heal />;
// Buff Base
case 'Buff': return <Buff />;
case 'Amplify': return <Amplify/>;
case 'Haste': return <Haste />;
case 'Triage': return <Triage />;
case 'TriageTick': return <TriageTick />;
case 'Scatter': return false;
case 'Hybrid': return <Hybrid />;
case 'Intercept': return <Intercept player={player} />;
// Debuff base
case 'Debuff': return <Debuff />;
case 'Curse': return <Curse />;
case 'Decay': return <Decay />;
case 'DecayTick': return false;
case 'Invert': return <Invert id={construct.id} />;
case 'Purge': return false;
case 'Silence': return false;
case 'Restrict': return <Restrict />;
// Stun Base
case 'Stun': return <Stun />;
case 'Banish': return <Banish id={construct.id} />;
case 'Bash': return <Bash />;
case 'Hex': return <Hex />;
case 'Sleep': return <Sleep />;
case 'Throw': return false;
case 'Ruin': return false;
// Block Base
case 'Block': return <Block />;
case 'Clutch': return <Clutch team={player} />;
case 'Electrify': return <Electrify />;
case 'Electrocute': return <Electrocute />;
case 'ElectrocuteTick': return <Electrocute />;
case 'Counter': return <Counter team={player} />;
case 'Purify': return <Purify team={player} />;
case 'Recharge': return <Recharge team={player} />;
case 'Reflect': return <Refl team={player} />;
default: return false;
}
};
const combatAnim = anim(event.skill);
if (!combatAnim) return false;
return (
<div class={'combat-anim'}>
{combatAnim}
</div>
);
}
module.exports = animations;