Added Hold Animation + Implemented Arrow Grow for Bounce Animation + Fixed Event Queue/ Pause Button

This commit is contained in:
zbates26 2025-07-17 16:57:39 -04:00
parent 17f2494026
commit 1b0a768603
2 changed files with 75 additions and 12 deletions

View file

@ -61,12 +61,7 @@ export class EventQueue {
* Remove resolved events from the queue
*/
cleanup(): void {
let clearedQueue = this.events.filter(event => !event.resolved);
if (clearedQueue.length <= 1) {
console.log(this.events)
throw new Error("We've cleared all the messages out of the queue")
}
this.events = clearedQueue
this.events = this.events.filter(e => !e.resolved);
}
/**

View file

@ -9,10 +9,12 @@ import { config } from "../config"; // Assuming config is defined in a separate
import { PowerENUM, ProvinceENUM } from "../types/map";
import { UnitTypeENUM } from "../types/units";
import { sineWave, getTimeInSeconds } from "../utils/timing";
//import { color } from "chart.js/helpers";
//import { depth } from "three/tsl";
function buildFancyArrow(length: number, colorDeter: string): THREE.Mesh {
//Specs to change arrow size
const tw = 3.5;
const headLength = tw * 4;
const hw = tw * 4;
@ -36,9 +38,38 @@ function buildFancyArrow(length: number, colorDeter: string): THREE.Mesh {
mat = new THREE.MeshStandardMaterial({color: 0xFF0000})
}
const mesh= new THREE.Mesh(extrude, mat)
//(Potential Addition: Outline of arrow)
return mesh;
}
function createShield() {
//Shield Specs
const BSH= 10
const SW= 10
const TSH= 10
const outL= new THREE.Shape()
.moveTo(0, TSH)
.lineTo(SW, TSH)
.lineTo(SW, 0)
.quadraticCurveTo(SW, -BSH, 0, -BSH)
.quadraticCurveTo(-SW, -BSH, -SW, 0)
.lineTo(-SW,TSH)
.lineTo(0, TSH)
.closePath();
const SExtrude= new THREE.ExtrudeGeometry(outL, {depth: 5})
const SMat= new THREE.MeshStandardMaterial({color: 0x00FF00})
const SMesh= new THREE.Mesh(SExtrude, SMat )
return SMesh
}
//create an arrow from the units current pos toward the target
function createMoveArrow(scene: THREE.Scene, unitMesh: THREE.Group, destination: ProvinceENUM): THREE.ArrowHelper {
const startPos = unitMesh.position.clone();
@ -151,7 +182,7 @@ function createMoveAnimation(unitMesh: THREE.Group, orderDestination: ProvinceEN
unitMesh.userData.moveArrow = arrowMesh;
//Value beside x:1 controls the speed of the growth
const ArrowGrow = new Tween(arrowMesh.scale)
.to({ x: 1 }, 300)
.to({ x: 1 }, 1000)
.easing(Easing.Quadratic.Out)
.onComplete(() => {
const anim = new Tween(unitMesh.position)
@ -213,11 +244,15 @@ function createBounceAnimation(unitMesh: THREE.Group, attemptedDestination: Prov
);
arrowMesh.setRotationFromQuaternion(q);
//arrowMesh.scale.set(0, 1, 1);
arrowMesh.scale.set(0, 1, 1);
gameState.scene.add(arrowMesh);
unitMesh.userData.moveArrow = arrowMesh;
const growBounce= new Tween (arrowMesh.scale)
//Number beside x:1 controls speed in ms
.to({ x: 1 }, 1000)
.easing(Easing.Quadratic.Out)
.onComplete(() => {
const bounceOut = new Tween(unitMesh.position)
.to({ x: end.x, y: 10, z: end.z }, config.effectiveAnimationDuration / 2)
.easing(Easing.Quadratic.Out)
@ -233,11 +268,43 @@ function createBounceAnimation(unitMesh: THREE.Group, attemptedDestination: Prov
bounceOut.start();
gameState.unitAnimations.push(bounceOut);
return bounceOut;
gameState.unitAnimations.push(bounceOut);})
growBounce.start()
gameState.unitAnimations.push(growBounce)
return growBounce;
}
function createHoldAnimation(unitMesh: THREE.Group): Tween {
const newshield= createShield()
const worldPos = new THREE.Vector3();
unitMesh.getWorldPosition(worldPos);
newshield.position.set(worldPos.x, -20, worldPos.z+8);
gameState.scene.add(newshield);
unitMesh.userData.newshield = newshield;
unitMesh.userData.isAnimating = true
const RiserS= new Tween (newshield.position)
.to({ x: worldPos.x, y: 20, z: worldPos.z+8}, 2000)
.easing(Easing.Quadratic.Out)
.onComplete(() => {
// parent under the unit so it moves with them
gameState.scene.remove(newshield);
delete unitMesh.userData.newshield;
unitMesh.userData.isAnimating = false
})
.start();
// 5) make sure it's updated each frame
gameState.unitAnimations.push(RiserS);
return RiserS;
}
/**
* Creates animations for unit movements based on orders from the previous phase
@ -315,6 +382,7 @@ export function createAnimationsForNextPhase() {
case "hold":
//TODO: Hold animation, maybe a sheild or something?
createHoldAnimation(gameState.unitMeshes[unitIndex])
break;
case "convoy":