mnml/client/src/components/construct.jsx
2019-12-10 20:57:19 +10:00

111 lines
3.8 KiB
JavaScript

const preact = require('preact');
const { Component } = require('preact');
const { connect } = require('preact-redux');
// const { match } = require('./../utils');
const banish = require('./anims/banish');
const idleAnimation = require('./anims/idle');
const invert = require('./anims/invert');
const wiggle = require('./anims/wiggle');
const sourceCast = require('./anims/source.cast');
const { ConstructAnimation } = require('./animations');
const addState = connect(
function receiveState(state) {
const { animSource, animTarget, resolution, account } = state;
return { animSource, animTarget, resolution, account };
}
);
class ConstructAvatar extends Component {
constructor() {
super();
// The animation ids are a check to ensure that animations are not repeated
// When a new construct animation is communicated with state it will have a corresponding Id
// which is a count of how many resoluttions have passed
this.animations = [];
this.resetAnimations = this.resetAnimations.bind(this);
}
render() {
const { construct, mouseOver } = this.props;
return (
<div
class="avatar"
id={construct.id}
onMouseDown={this.onClick.bind(this)}
onMouseOver={mouseOver}
style={{ 'background-image': `url(/imgs/${construct.img}.svg)` }}>
<ConstructAnimation construct={construct} />
</div>
);
}
onClick() {
return this.animations.push(wiggle(this.props.construct.id, this.idle));
}
componentDidMount() {
this.idle = idleAnimation(this.props.construct.id);
return this.animations.push(this.idle);
}
resetAnimations() {
for (let i = this.animations.length - 1; i >= 0; i--) {
this.animations[i].reset();
}
}
componentWillUnmount() {
this.resetAnimations();
}
componentDidUpdate(prevProps) {
const { animSource, animTarget, resolution, construct, account } = this.props;
// a different text object and text construct
if (resolution && resolution !== prevProps.resolution && resolution.event[1].construct === construct.id) {
return wiggle(construct.id, this.idle);
}
// different source object and source construct
if (animSource && animSource !== prevProps.animSource && animSource.event[1].construct === construct.id) {
const { construct: constructId, player, direction: [x, y] } = animSource.event[1];
const animY = y && player === account.id ? -1 : y;
return sourceCast(constructId, { x, y: animY }, this.idle);
}
// different target object and target construct
if (animTarget && animTarget !== prevProps.animTarget && animTarget.event[1].construct.includes(construct.id)) {
switch (animTarget.skill) {
case 'Banish': return banish(construct.id, this.idle);
case 'Invert': return invert(construct.id, this.idle);
default: return null;
}
}
return true;
}
shouldComponentUpdate(newProps) {
const { animSource, animTarget, resolution, construct, mouseOver } = newProps;
if (animSource !== this.props.animSource) return true;
if (animTarget !== this.props.animTarget) return true;
if (resolution !== this.props.resolution) return true;
if (construct !== this.props.construct) return true;
if (mouseOver !== this.props.mouseOver) return true;
return false;
}
}
function ConstructName(props) {
const { construct } = props;
if (!construct) return false;
return <h3 class={'name'}><span>{construct.name}</span></h3>;
}
module.exports = {
ConstructAvatar: addState(ConstructAvatar),
ConstructName,
};