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battleScene.js
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battleScene.js
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const battleBackgroundImage = new Image()
battleBackgroundImage.src = './img/battleBackground.png'
const battleBackground = new Sprite({
position: {
x: 0,
y: 0
},
image: battleBackgroundImage
})
let draggle
let emby
let renderedSprites
let battleAnimationId
let queue
function initBattle() {
document.querySelector('#userInterface').style.display = 'block'
document.querySelector('#dialogueBox').style.display = 'none'
document.querySelector('#enemyHealthBar').style.width = '100%'
document.querySelector('#playerHealthBar').style.width = '100%'
document.querySelector('#attacksBox').replaceChildren()
draggle = new Monster(monsters.Draggle)
emby = new Monster(monsters.Emby)
renderedSprites = [draggle, emby]
queue = []
emby.attacks.forEach((attack) => {
const button = document.createElement('button')
button.innerHTML = attack.name
document.querySelector('#attacksBox').append(button)
})
// our event listeners for our buttons (attack)
document.querySelectorAll('button').forEach((button) => {
button.addEventListener('click', (e) => {
const selectedAttack = attacks[e.currentTarget.innerHTML]
emby.attack({
attack: selectedAttack,
recipient: draggle,
renderedSprites
})
if (draggle.health <= 0) {
queue.push(() => {
draggle.faint()
})
queue.push(() => {
// fade back to black
gsap.to('#overlappingDiv', {
opacity: 1,
onComplete: () => {
cancelAnimationFrame(battleAnimationId)
animate()
document.querySelector('#userInterface').style.display = 'none'
gsap.to('#overlappingDiv', {
opacity: 0
})
battle.initiated = false
audio.Map.play()
}
})
})
}
// draggle or enemy attacks right here
const randomAttack =
draggle.attacks[Math.floor(Math.random() * draggle.attacks.length)]
queue.push(() => {
draggle.attack({
attack: randomAttack,
recipient: emby,
renderedSprites
})
if (emby.health <= 0) {
queue.push(() => {
emby.faint()
})
queue.push(() => {
// fade back to black
gsap.to('#overlappingDiv', {
opacity: 1,
onComplete: () => {
cancelAnimationFrame(battleAnimationId)
animate()
document.querySelector('#userInterface').style.display = 'none'
gsap.to('#overlappingDiv', {
opacity: 0
})
battle.initiated = false
audio.Map.play()
}
})
})
}
})
})
button.addEventListener('mouseenter', (e) => {
const selectedAttack = attacks[e.currentTarget.innerHTML]
document.querySelector('#attackType').innerHTML = selectedAttack.type
document.querySelector('#attackType').style.color = selectedAttack.color
})
})
}
function animateBattle() {
battleAnimationId = window.requestAnimationFrame(animateBattle)
battleBackground.draw()
console.log(battleAnimationId)
renderedSprites.forEach((sprite) => {
sprite.draw()
})
}
animate()
// initBattle()
// animateBattle()
document.querySelector('#dialogueBox').addEventListener('click', (e) => {
if (queue.length > 0) {
queue[0]()
queue.shift()
} else e.currentTarget.style.display = 'none'
})