Android build v1.0.54
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@@ -1618,8 +1618,15 @@ export function PvPRoguelikeScreen({
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<div>
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<p className="eyebrow">You</p>
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<h2>{profile.character.name}</h2>
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<small>{encounter.enemyName} | Stage {stage}{encounter.isBoss ? ' Boss' : ''}</small>
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</div>
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<div className="resource-row pvp-resource-row">
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<div className="pvp-side-bars">
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<div className="pvp-clear-wrap">
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<span>Your clear {Math.max(0, Math.floor(playerSide.enemyHealth))} / {encounter.maxHealth}</span>
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<div className="bar enemy-health boss-bar">
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<span style={{ width: `${(playerSide.enemyHealth / encounter.maxHealth) * 100}%` }} />
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</div>
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</div>
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<div className="pvp-resource-wrap">
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<span>{gameClass.resourceName} {Math.floor(playerSide.resource)} / {maxResource}</span>
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{speedMultiplier === 2 && <strong className="speed-badge">2x speed</strong>}
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@@ -1643,6 +1650,7 @@ export function PvPRoguelikeScreen({
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<div className="bar member-health">
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<span style={{ width: `${(member.health / effectiveMaxHealth(member)) * 100}%` }} />
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{member.shield > 0 && <i style={{ width: `${(member.shield / effectiveMaxHealth(member)) * 100}%` }} />}
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<em className="health-text">{Math.floor(member.health)} / {effectiveMaxHealth(member)}</em>
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</div>
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<div className="floating-combat-texts" aria-hidden="true">
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{floatingTexts
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@@ -1665,69 +1673,20 @@ export function PvPRoguelikeScreen({
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</p>
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</section>
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<section className="combat-panel pvp-middle-panel">
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<div className="encounter-header">
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<div>
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<p className="eyebrow">Encounter {encounterIndex + 1}</p>
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<h2>{encounter.enemyName}</h2>
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<small>Stage {stage}{encounter.isBoss ? ' Boss' : ''}</small>
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</div>
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</div>
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<div className="pvp-enemy-race">
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<div>
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<strong>Your clear</strong>
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<div className="bar enemy-health boss-bar">
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<span style={{ width: `${(playerSide.enemyHealth / encounter.maxHealth) * 100}%` }} />
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</div>
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<small>{Math.max(0, Math.floor(playerSide.enemyHealth))} / {encounter.maxHealth}</small>
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</div>
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<div>
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<strong>{liveMatch ? `${liveMatch.opponentName} clear` : 'CPU clear'}</strong>
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<div className="bar enemy-health boss-bar">
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<span style={{ width: `${(cpuSide.enemyHealth / encounter.maxHealth) * 100}%` }} />
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</div>
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<small>{Math.max(0, Math.floor(cpuSide.enemyHealth))} / {encounter.maxHealth}</small>
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</div>
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</div>
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<div className="spell-bar six-slots vertical-spell-bar pvp-vertical-spell-bar">
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{starterSpells.map((spell) => {
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const remaining = playerSide.cooldowns[spell.id] ?? 0
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const cost = spellResourceCost(spell, playerSide.buffs, playerSide.debuffs, playerSide.freeCastReady)
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return (
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<button
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className="spell"
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disabled={status !== 'playing' || playerDone || !playerAlive || remaining > 0 || playerSide.resource < cost}
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key={`middle-${spell.id}`}
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onClick={() => castPlayerSpell(spell)}
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type="button"
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>
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<kbd>
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<ControllerBindingLabel
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binding={bindings[lastDevice][`ability${Number(spell.key)}` as InputAction]}
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compact
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iconStyle={controllerIconStyle}
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/>
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</kbd>
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<span className={`spell-icon spell-${spell.kind}`}>{spell.glyph}</span>
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<strong>{spell.name}</strong>
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<small>{cost} {gameClass.resourceName}</small>
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{remaining > 0 && <i>{remaining.toFixed(1)}</i>}
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</button>
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)
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})}
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</div>
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<p className="roguelike-upgrade-list">
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{liveMatch ? `${liveMatch.opponentName} (${liveMatch.opponentClassName})` : `CPU ${cpuDifficulty}`} | Encounters cleared: {encountersCleared}
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</p>
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</section>
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<section className="combat-panel pvp-side">
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<div className="encounter-header">
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<div>
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<p className="eyebrow">Opponent</p>
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<h2>{opponentLabel}</h2>
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<small>{liveMatch ? liveMatch.opponentClassName : `CPU ${cpuDifficulty}`} | Encounters cleared: {encountersCleared}</small>
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</div>
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<div className="resource-row pvp-resource-row">
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<div className="pvp-side-bars">
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<div className="pvp-clear-wrap">
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<span>{liveMatch ? `${liveMatch.opponentName} clear` : 'CPU clear'} {Math.max(0, Math.floor(cpuSide.enemyHealth))} / {encounter.maxHealth}</span>
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<div className="bar enemy-health boss-bar">
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<span style={{ width: `${(cpuSide.enemyHealth / encounter.maxHealth) * 100}%` }} />
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</div>
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</div>
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<div className="pvp-resource-wrap">
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<span>{gameClass.resourceName} {Math.floor(cpuSide.resource)} / {maxResource}</span>
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<div className="bar mana-bar"><span style={{ width: `${(cpuSide.resource / maxResource) * 100}%` }} /></div>
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@@ -1745,6 +1704,7 @@ export function PvPRoguelikeScreen({
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<div className="bar member-health">
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<span style={{ width: `${(member.health / effectiveMaxHealth(member)) * 100}%` }} />
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{member.shield > 0 && <i style={{ width: `${(member.shield / effectiveMaxHealth(member)) * 100}%` }} />}
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<em className="health-text">{Math.floor(member.health)} / {effectiveMaxHealth(member)}</em>
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</div>
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<div className="floating-combat-texts" aria-hidden="true">
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{floatingTexts
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@@ -1766,6 +1726,34 @@ export function PvPRoguelikeScreen({
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Buffs: {cpuSide.buffs.length > 0 ? summarizeStacks(cpuSide.buffs, selfBuffChoicesCatalog) : 'none'} | Debuffs: {cpuSide.debuffs.length > 0 ? summarizeStacks(cpuSide.debuffs, opponentDebuffChoicesCatalog) : 'none'}
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</p>
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</section>
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<section className="pvp-bottom-spell-bar" aria-label="Player abilities">
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{starterSpells.map((spell) => {
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const remaining = playerSide.cooldowns[spell.id] ?? 0
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const cost = spellResourceCost(spell, playerSide.buffs, playerSide.debuffs, playerSide.freeCastReady)
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return (
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<button
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className="spell"
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disabled={status !== 'playing' || playerDone || !playerAlive || remaining > 0 || playerSide.resource < cost}
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key={`bottom-${spell.id}`}
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onClick={() => castPlayerSpell(spell)}
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type="button"
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>
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<kbd>
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<ControllerBindingLabel
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binding={bindings[lastDevice][`ability${Number(spell.key)}` as InputAction]}
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compact
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iconStyle={controllerIconStyle}
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/>
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</kbd>
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<span className={`spell-icon spell-${spell.kind}`}>{spell.glyph}</span>
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<strong>{spell.name}</strong>
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<small>{cost} {gameClass.resourceName}</small>
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{remaining > 0 && <i>{remaining.toFixed(1)}</i>}
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</button>
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)
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})}
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</section>
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</div>
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)}
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