mnml/client/src/scenes/combat.js
2018-11-27 23:26:34 +11:00

116 lines
4.5 KiB
JavaScript

const Phaser = require('phaser');
const fs = require('fs');
const { POSITIONS: { COMBAT }, TEXT } = require('./constants');
const { DrawCrypTeams, CrypImage, CrypSkill } = require('./combat.cryps');
const CombatSkills = require('./combat.skills');
const renderResolutions = require('./combat.render');
const CRYP_KEY_MAP = ['keydown_ONE', 'keydown_TWO', 'keydown_THREE'];
const SKILL_KEY_MAP = ['keydown_Q', 'keydown_W', 'keydown_E', 'keydown_R'];
class Combat extends Phaser.Scene {
constructor() {
super({ key: 'Combat' });
}
preload() {
/* Static Images */
this.textures.addBase64('alk', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/alakazam-f.png')).toString('base64')}`);
this.textures.addBase64('magmar', `data:image/png;base64,${new Buffer.from(fs.readFileSync('./assets/magmar.png')).toString('base64')}`);
this.load.image('proj', 'http://labs.phaser.io/assets/sprites/bullet.png');
this.load.image('blue', 'http://labs.phaser.io/assets/particles/blue.png');
this.load.image('green', 'http://labs.phaser.io/assets/particles/green.png');
this.load.image('red', 'http://labs.phaser.io/assets/particles/red.png');
this.load.image('white', 'http://labs.phaser.io/assets/particles/white.png');
this.load.image('yellow', 'http://labs.phaser.io/assets/particles/yellow.png');
}
create() {
this.registry.events.on('changedata', this.updateData, this);
this.input.keyboard.on('keydown_S', () => {
this.scene.switch('CrypList'); // Switch back to cryp list
}, 0, this);
this.input.on('pointerup', (pointer, obj) => {
if (obj[0] instanceof CrypImage || obj[0] instanceof CrypSkill) {
obj[0].clickHandler();
} else if (this.registry.get('activeSkill')) {
this.registry.get('activeSkill').clearTint();
this.registry.set('activeSkill', null);
}
});
const logX = COMBAT.LOG.x();
const logY = COMBAT.LOG.y();
const logWidth = COMBAT.LOG.width();
// this.skills = new CombatSkills(this);
this.renderedResolves = 0;
this.registry.set('gameAnimating', false);
this.account = this.registry.get('account');
this.log = this.add.text(logX, logY, '', TEXT.NORMAL);
this.log.setWordWrapWidth(logWidth);
return true;
}
updateData(parent, key, data) {
if (key === 'game') {
this.redrawGame(data);
}
return true;
}
redrawGame(game) {
if (!game) return false;
const updatedNeeded = !this.registry.get('activeSkill') && !this.registry.get('gameAnimating');
if (!updatedNeeded) return false;
// do we need to render resolution animations?
if (game.resolved.length !== this.renderedResolves) {
const newResolutions = game.resolved.slice(this.renderedResolves);
renderResolutions(this, game, this.crypTeamRender, newResolutions);
this.renderedResolves = game.resolved.length;
return true;
}
// If not animating resolutions render static skill / block phase
if (this.crypTeamRender) this.crypTeamRender.destroy(true);
this.crypTeamRender = new DrawCrypTeams(this, game);
// update log
// shallow copy because reverse mutates
this.log.setText(Array.from(game.log).slice(0, this.logIter).reverse());
return true;
}
iterateLog(game) {
this.logIter += 1;
this.renderedResolves += 1;
this.log.setText(Array.from(game.log).slice(0, this.logIter).reverse());
return this.resolvedIter === game.resolved.length;
}
crypKeyHandler(cryp, iter) {
if (CRYP_KEY_MAP[iter]) {
this.input.keyboard.removeListener(CRYP_KEY_MAP[iter]);
if (cryp.skills.length > 0) { // check there are cryp skills
this.input.keyboard.on(CRYP_KEY_MAP[iter], () => {
SKILL_KEY_MAP.forEach(k => this.input.keyboard.removeListener(k));
cryp.skills.forEach((skill, i) => {
this.input.keyboard.on(SKILL_KEY_MAP[i], () => {
this.game.events.emit('SET_ACTIVE_SKILL', skill);
skill.setActive();
}, this);
});
}, this);
}
}
}
}
module.exports = Combat;