2023-07-12 07:05:48 -04:00
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import { HCenter, Main } from "./common.tsx";
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2023-07-12 05:21:45 -04:00
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import { debug_render } from "./html.ts";
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import { Component } from "./jsx/jsx-runtime.ts";
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const Eggbug: Component = () => (
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2023-07-12 07:05:48 -04:00
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<HCenter>
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<img
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class="eggbug"
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src="https://staging.cohostcdn.org/attachment/f33b4285-0455-4128-96b8-117054af40c3/eggbugSquare.png"
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alt="eggbug, smiling"
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/>
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</HCenter>
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2023-07-12 05:21:45 -04:00
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);
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2023-07-12 07:05:48 -04:00
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function health_style(current: number, last: number, max: number) {
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const inc_width = 100 / max;
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const dhealth = last - current;
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console.log(inc_width, dhealth);
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return `transform: translateX(${-(inc_width * dhealth)}%); width: ${
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last * inc_width
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}%;`;
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}
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// could be generalized
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// might be worthwhile later since <progress> is BAN
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const Health: Component = ({ current, last, max }) => (
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console.log({ current, last, max }),
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(
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<div class="health">
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<div class="health-bar">
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<div
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class="health-full"
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style={health_style(current, last, max)}
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></div>
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</div>
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<span class="health-current">{Math.floor(current).toString()}</span>
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/<span class="health-max">{max.toString()}</span>
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</div>
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)
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);
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// one-time animations of hit numbers of health flying off the screen
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const BattleFrame: Component = ({ health, last_health, max_health, msg }) => (
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<div class="battle-frame">
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<Eggbug />
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<Health current={health} last={last_health} max={max_health} />
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</div>
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);
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const Defeated: Component = ({ last_health, max_health }) => (
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<div class="defeated">
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<Eggbug />
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<Health current={0} last={last_health} max={max_health} />
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defeated...
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</div>
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);
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const Battle: Component = ({
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max_health = 100,
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health = max_health,
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last_health = health,
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damage_multiplier = 10,
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damage_bonus = 1,
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...rest
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}) =>
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health > 0 ? (
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<details class="battle" {...rest}>
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<summary>
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<BattleFrame
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health={health}
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last_health={last_health}
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max_health={max_health}
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/>
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</summary>
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<Battle
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health={
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health - (damage_multiplier * Math.random() + damage_bonus)
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}
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last_health={health}
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max_health={max_health}
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damage_multiplier={damage_multiplier}
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damage_bonus={damage_bonus}
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/>
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</details>
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) : (
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<Defeated last_health={last_health} max_health={max_health} />
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);
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debug_render(
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<Main>
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<Battle
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max_health={10_000}
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damage_multiplier={1000}
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damage_bonus={50}
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/>
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</Main>
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);
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