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