2019-07-10 18:27:20 +10:00

107 lines
3.2 KiB
JavaScript

const preact = require('preact');
const { Component } = require('preact');
const anime = require('animejs').default;
const { TIMES } = require('../../constants');
const { randomPoints } = require('../../utils');
const duration = TIMES.TARGET_DURATION_MS;
function projectile(x, y, radius, colour) {
return (
<circle
cx={x}
cy={y}
r={radius}
fill="url(#grad1)"
stroke-width="2"
stroke={colour}
id="projectile"
filter="url(#explosion)"
/>
);
}
class AttackCharge extends Component {
constructor(props) {
super();
this.team = props.team;
this.animations = [];
const points = randomPoints(8, 60, { x: 0, y: 0, width: 300, height: 400 });
this.charges = points.map(coord => projectile(coord[0], coord[1], 20, '#00aabb'));
}
render() {
return (
<svg
class={'skill-anim'}
version="1.1"
id="Layer_1"
xmlns="http://www.w3.org/2000/svg"
viewBox="0 0 300 400">
// {this.charges}
<defs>
<radialGradient id="grad1" cx="50%" cy="50%" r="70%" fx="50%" fy="50%">
<stop offset="0%" style="stop-color:rgb(255,255,255);stop-opacity:0.6" />
<stop offset="100%" style={'stop-color:#00aabb;stop-opacity:1'} />
</radialGradient>
</defs>
<filter id="explosion">
<feGaussianBlur stdDeviation="4"/>
<feTurbulence type="turbulence" baseFrequency="0.05" numOctaves="3" result="turbulence"/>
<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="A" yChannelSelector="A"/>
</filter>
{this.charges}
</svg>
);
}
componentDidMount() {
anime.set('.skill-anim', {
translateY: -300 * this.props.direction.y,
translateX: -200 * this.props.direction.x,
opacity: 0,
});
this.animations.push(anime({
targets: '.skill-anim',
opacity: [
{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.3 },
{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.7, duration: TIMES.POST_SKILL_DURATION_MS },
],
}));
anime.set('#explosion feDisplacementMap', {
scale: 1,
});
anime({
targets: '.skill-anim',
translateY: 0,
translateX: 0,
loop: false,
delay: TIMES.TARGET_DELAY_MS,
duration: (duration * 1 / 2),
easing: 'easeInQuad',
});
anime({
targets: '#explosion feDisplacementMap',
scale: 100,
loop: false,
delay: TIMES.TARGET_DELAY_MS,
duration,
easing: 'easeInQuad',
});
}
componentWillUnmount() {
for (let i = this.animations.length - 1; i >= 0; i--) {
this.animations[i].reset();
}
}
}
module.exports = AttackCharge;