cohost/html/eggbug-spamclick-battle.tsx

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import { HCenter, Main, styles } from "./common.tsx";
import { debug_render } from "./html.ts";
import { Component } from "./jsx/jsx-runtime.ts";
const Eggbug: Component = () => (
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<HCenter>
<img
class="eggbug"
src="https://staging.cohostcdn.org/attachment/f33b4285-0455-4128-96b8-117054af40c3/eggbugSquare.png"
alt="eggbug, smiling"
/>
</HCenter>
);
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function health_style(current: number, last: number, max: number) {
const inc_width = 100 / max;
const dhealth = last - current;
console.log(inc_width, dhealth);
return styles({
transform: `translateX(${-(inc_width * dhealth)}%)`,
width: `${last * inc_width}%`,
});
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}
// could be generalized
// might be worthwhile later since <progress> is BAN
const Health: Component = ({ current, last, max }) => (
console.log({ current, last, max }),
(
<div class="health">
<div class="health-bar">
<div
class="health-full"
style={health_style(current, last, max)}
></div>
</div>
<HCenter class="health-numeric">
<span class="health-current">
{Math.floor(current).toString()}
</span>
/<span class="health-max">{max.toString()}</span>
</HCenter>
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</div>
)
);
// one-time animations of hit numbers of health flying off the screen
const BattleFrame: Component = ({ health, last_health, max_health, msg }) => (
<div class="battle-frame">
<Eggbug />
<Health current={health} last={last_health} max={max_health} />
</div>
);
const Defeated: Component = ({ last_health, max_health }) => (
<div class="defeated">
<Eggbug />
<Health current={0} last={0} max={max_health} />
eggbug is physically unharmed, emotionally destroyed <br />
... <br />
ok eggbug is fine now <br />
"re bug" to "killbug"
</div>
);
const DamageNumber: Component = ({ n }) => (
<div
class="damage-number"
// changing this to use this much nicer styles thing helped me notice the bug awesome
// i still should really, really switch to react
// or preact!
// anything with *actual typing*
style={styles({
top: `calc(${100 * Math.random()}px + 25%)`,
left: `calc(${100 * Math.random()}px + 35%)`,
// tried some exponential stuff but it was too unwieldy
// i think this still accomplishes that punch
"font-size": `calc(${n / 200} * 2rem + 0.5rem)`,
})}
>
<div class="sway">{Math.round(n).toString()}</div>
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</div>
);
const Battle: Component = ({
max_health = 100,
health = max_health,
last_health = health,
damage_multiplier = 10,
damage_bonus = 1,
...rest
}) =>
health > 0 ? (
<details class="battle" {...rest}>
<summary>
<BattleFrame
health={health}
last_health={last_health}
max_health={max_health}
/>
{health < last_health && (
<DamageNumber n={last_health - health} />
)}
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</summary>
<Battle
health={
health - (damage_multiplier * Math.random() + damage_bonus)
}
last_health={health}
max_health={max_health}
damage_multiplier={damage_multiplier}
damage_bonus={damage_bonus}
/>
</details>
) : (
<Defeated last_health={last_health} max_health={max_health} />
);
const Timer: Component = () => (
<details class="timer">
<summary>
click this when done (HONOR SYSTEM) (EVEN AMONG EGGBUGS THERE CAN BE
HONOR)
<div class="timer-scroll">
{[
...new Array(601).fill(undefined).map((_, i) => `${i}s`),
"∞s",
]}
</div>
</summary>
</details>
);
// a timer would be flippin rad
// (it would look like an actual scrolling clock thingie)
// (because it would have to)
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debug_render(
<Main>
<Battle max_health={10_000} damage_multiplier={200} damage_bonus={10} />
{/* <Timer /> */}
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</Main>
);