Initial I Want to Heal app
This commit is contained in:
@@ -0,0 +1,235 @@
|
||||
import { useEffect, useMemo, useRef, useState } from 'react'
|
||||
import {
|
||||
saveProfile,
|
||||
type CharacterProfile,
|
||||
type GameClass,
|
||||
} from '../profile'
|
||||
import { EquipmentScreen } from './EquipmentScreen'
|
||||
import { TalentScreen } from './TalentScreen'
|
||||
|
||||
type Props = {
|
||||
profile: CharacterProfile
|
||||
onBack: () => void
|
||||
onSaved: (profile: CharacterProfile) => void
|
||||
}
|
||||
|
||||
export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
|
||||
const [activeTab, setActiveTab] = useState<'equipment' | 'talents' | 'class'>('class')
|
||||
const [classId, setClassId] = useState(profile.character.classId)
|
||||
const [slots, setSlots] = useState<Array<number | null>>(profile.abilitySlots)
|
||||
const [selectedSlot, setSelectedSlot] = useState(0)
|
||||
const [message, setMessage] = useState('')
|
||||
const [saving, setSaving] = useState(false)
|
||||
const scrollRef = useRef<number>(0)
|
||||
const gameClass = profile.classes.find((candidate) => candidate.id === classId)!
|
||||
const abilityMap = useMemo(
|
||||
() => new Map(gameClass.spells.map((ability) => [ability.id, ability])),
|
||||
[gameClass],
|
||||
)
|
||||
|
||||
useEffect(() => {
|
||||
window.scrollTo(0, scrollRef.current)
|
||||
}, [profile])
|
||||
|
||||
function saveScroll() {
|
||||
scrollRef.current = window.scrollY
|
||||
}
|
||||
|
||||
function chooseClass(nextClass: GameClass) {
|
||||
const starterAbilities = nextClass.spells
|
||||
.filter((ability) => ability.unlockLevel <= profile.character.level)
|
||||
.slice(0, 5)
|
||||
.map((ability) => ability.id)
|
||||
setClassId(nextClass.id)
|
||||
setSlots([...starterAbilities, ...Array(6 - starterAbilities.length).fill(null)])
|
||||
setSelectedSlot(0)
|
||||
setMessage('')
|
||||
}
|
||||
|
||||
function equipAbility(abilityId: number) {
|
||||
if (slots.includes(abilityId)) {
|
||||
setMessage('That ability is already equipped.')
|
||||
return
|
||||
}
|
||||
setSlots((current) =>
|
||||
current.map((spellId, index) => index === selectedSlot ? abilityId : spellId),
|
||||
)
|
||||
setMessage('')
|
||||
}
|
||||
|
||||
function clearSlot() {
|
||||
setSlots((current) =>
|
||||
current.map((spellId, index) => index === selectedSlot ? null : spellId),
|
||||
)
|
||||
}
|
||||
|
||||
async function persistChanges() {
|
||||
saveScroll()
|
||||
setSaving(true)
|
||||
setMessage('')
|
||||
try {
|
||||
const updated = await saveProfile(classId, slots)
|
||||
onSaved(updated)
|
||||
setMessage('Character saved.')
|
||||
} catch (reason) {
|
||||
setMessage(reason instanceof Error ? reason.message : 'Unable to save character.')
|
||||
} finally {
|
||||
setSaving(false)
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<section className="content-screen customize-screen">
|
||||
<div className="screen-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Character Workshop</p>
|
||||
<h1>Customize Character</h1>
|
||||
</div>
|
||||
<button className="back-button" onClick={onBack} type="button">Back</button>
|
||||
</div>
|
||||
|
||||
<div className="customize-tabs" role="tablist" aria-label="Customize character sections">
|
||||
{([
|
||||
{ key: 'equipment', label: 'Equipment' },
|
||||
{ key: 'talents', label: 'Talents' },
|
||||
{ key: 'class', label: 'Class' },
|
||||
] as const).map((tab) => (
|
||||
<button
|
||||
aria-selected={activeTab === tab.key}
|
||||
className={activeTab === tab.key ? 'active' : ''}
|
||||
key={tab.key}
|
||||
onClick={() => setActiveTab(tab.key)}
|
||||
role="tab"
|
||||
type="button"
|
||||
>
|
||||
{tab.label}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
|
||||
{activeTab === 'equipment' && (
|
||||
<EquipmentScreen
|
||||
embedded
|
||||
profile={profile}
|
||||
onUpdated={onSaved}
|
||||
/>
|
||||
)}
|
||||
|
||||
{activeTab === 'talents' && (
|
||||
<TalentScreen
|
||||
embedded
|
||||
profile={profile}
|
||||
onUpdated={onSaved}
|
||||
/>
|
||||
)}
|
||||
|
||||
{activeTab === 'class' && (
|
||||
<div className="customize-layout">
|
||||
<aside className="class-picker">
|
||||
<p className="eyebrow">Healing Class</p>
|
||||
{profile.classes.map((candidate) => (
|
||||
<button
|
||||
className={candidate.id === classId ? 'active' : ''}
|
||||
key={candidate.id}
|
||||
onClick={() => chooseClass(candidate)}
|
||||
style={{ '--class-color': candidate.themeColor } as React.CSSProperties}
|
||||
type="button"
|
||||
>
|
||||
<span>{candidate.name[0]}</span>
|
||||
<div>
|
||||
<strong>{candidate.name}</strong>
|
||||
<small>{candidate.resourceName}</small>
|
||||
</div>
|
||||
</button>
|
||||
))}
|
||||
</aside>
|
||||
|
||||
<div className="loadout-editor">
|
||||
<div className="class-detail">
|
||||
<div
|
||||
className="class-portrait"
|
||||
style={{ borderColor: gameClass.themeColor, color: gameClass.themeColor }}
|
||||
>
|
||||
{gameClass.name[0]}
|
||||
</div>
|
||||
<div>
|
||||
<p className="eyebrow">Level {profile.character.level} Healer</p>
|
||||
<h2>{gameClass.name}</h2>
|
||||
<p>{gameClass.description}</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="loadout-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Active Loadout</p>
|
||||
<h2>Ability Bar</h2>
|
||||
</div>
|
||||
<span>Select a slot, then choose an ability.</span>
|
||||
</div>
|
||||
|
||||
<div className="ability-slots">
|
||||
{slots.map((abilityId, index) => {
|
||||
const ability = abilityId ? abilityMap.get(abilityId) : undefined
|
||||
return (
|
||||
<button
|
||||
className={selectedSlot === index ? 'selected' : ''}
|
||||
key={index}
|
||||
onClick={() => setSelectedSlot(index)}
|
||||
type="button"
|
||||
>
|
||||
<kbd>{index + 1}</kbd>
|
||||
<span>{ability?.glyph ?? '-'}</span>
|
||||
<strong>{ability?.name ?? 'Empty Slot'}</strong>
|
||||
</button>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
|
||||
<div className="ability-library-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Class Abilities</p>
|
||||
<h2>Ability Library</h2>
|
||||
</div>
|
||||
<button className="text-button" onClick={clearSlot} type="button">Clear Selected Slot</button>
|
||||
</div>
|
||||
|
||||
<div className="ability-library">
|
||||
{gameClass.spells.map((ability) => {
|
||||
const locked = ability.unlockLevel > profile.character.level
|
||||
const equipped = slots.includes(ability.id)
|
||||
return (
|
||||
<button
|
||||
className={`${locked ? 'locked' : ''} ${equipped ? 'equipped' : ''}`}
|
||||
disabled={locked}
|
||||
key={ability.id}
|
||||
onClick={() => equipAbility(ability.id)}
|
||||
type="button"
|
||||
>
|
||||
<span>{locked ? 'L' : ability.glyph}</span>
|
||||
<div>
|
||||
<strong>{ability.name}</strong>
|
||||
<small>{ability.description}</small>
|
||||
</div>
|
||||
<i>{locked ? `Level ${ability.unlockLevel}` : equipped ? 'Equipped' : `${ability.cost} ${gameClass.resourceName}`}</i>
|
||||
</button>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
|
||||
<div className="save-row">
|
||||
<span>{message}</span>
|
||||
<button
|
||||
className="primary-button"
|
||||
disabled={saving}
|
||||
onClick={persistChanges}
|
||||
type="button"
|
||||
>
|
||||
{saving ? 'Saving...' : 'Save Character'}
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</section>
|
||||
)
|
||||
}
|
||||
Reference in New Issue
Block a user