anim
Browse files
src/lib/components/Battle/BattleEffects.svelte
ADDED
@@ -0,0 +1,214 @@
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1 |
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<script lang="ts">
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2 |
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import { fade } from 'svelte/transition';
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3 |
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4 |
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export let effects: Array<{type: string, emoji: string, duration: number}> = [];
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export let flash: boolean = false;
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</script>
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<!-- Flash overlay -->
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{#if flash}
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<div class="flash-overlay" transition:fade={{ duration: 200 }}></div>
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{/if}
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<!-- Particle effects -->
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{#each effects as effect (effect)}
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<div class="effect-particle {effect.type}" style="animation-duration: {effect.duration}ms">
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<span class="effect-emoji">{effect.emoji}</span>
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</div>
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{/each}
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<style>
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.flash-overlay {
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position: absolute;
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top: 0;
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left: 0;
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right: 0;
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bottom: 0;
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background: rgba(255, 255, 255, 0.8);
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z-index: 10;
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pointer-events: none;
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}
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.effect-particle {
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position: absolute;
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pointer-events: none;
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z-index: 5;
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animation-fill-mode: forwards;
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}
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.effect-emoji {
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font-size: 24px;
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display: block;
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filter: drop-shadow(0 0 4px rgba(0, 0, 0, 0.3));
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}
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/* Damage and status effects */
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.effect-particle.burn,
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.effect-particle.poison,
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.effect-particle.paralyze,
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.effect-particle.sleep,
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.effect-particle.freeze {
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top: 20%;
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left: 50%;
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animation: statusEffect linear;
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}
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/* Stat changes */
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.effect-particle.attackUp,
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.effect-particle.defenseUp,
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.effect-particle.speedUp,
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.effect-particle.accuracyUp {
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bottom: 30%;
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left: 50%;
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animation: statIncrease ease-out;
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}
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.effect-particle.attackDown,
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.effect-particle.defenseDown,
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.effect-particle.speedDown,
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.effect-particle.accuracyDown {
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top: 30%;
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left: 50%;
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animation: statDecrease ease-out;
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}
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/* Special effects */
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.effect-particle.critical,
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.effect-particle.superEffective {
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top: 10%;
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left: 50%;
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animation: criticalEffect ease-out;
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}
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.effect-particle.notVeryEffective,
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.effect-particle.miss {
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top: 40%;
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left: 50%;
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animation: missEffect ease-out;
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}
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.effect-particle.heal {
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bottom: 20%;
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left: 50%;
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animation: healEffect ease-out;
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}
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/* Animations */
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@keyframes statusEffect {
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0% {
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transform: translate(-50%, 0) scale(0.5);
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opacity: 0;
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}
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20% {
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transform: translate(-50%, -10px) scale(1.2);
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opacity: 1;
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}
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40% {
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transform: translate(-50%, -5px) scale(1);
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opacity: 1;
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}
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100% {
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transform: translate(-50%, -20px) scale(0.8);
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opacity: 0;
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}
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}
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@keyframes statIncrease {
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0% {
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transform: translate(-50%, 0) scale(0.5);
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opacity: 0;
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}
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30% {
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transform: translate(-50%, -30px) scale(1.3);
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opacity: 1;
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}
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70% {
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transform: translate(-50%, -40px) scale(1.1);
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opacity: 1;
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}
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100% {
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transform: translate(-50%, -60px) scale(0.7);
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opacity: 0;
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}
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}
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@keyframes statDecrease {
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0% {
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transform: translate(-50%, 0) scale(0.5);
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opacity: 0;
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}
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30% {
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transform: translate(-50%, 20px) scale(1.3);
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opacity: 1;
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}
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70% {
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transform: translate(-50%, 30px) scale(1.1);
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opacity: 1;
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}
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100% {
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transform: translate(-50%, 50px) scale(0.7);
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opacity: 0;
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}
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}
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@keyframes criticalEffect {
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0% {
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transform: translate(-50%, 0) scale(0.3) rotate(-10deg);
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opacity: 0;
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}
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20% {
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transform: translate(-50%, -20px) scale(1.5) rotate(5deg);
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opacity: 1;
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}
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40% {
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transform: translate(-50%, -15px) scale(1.3) rotate(-2deg);
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opacity: 1;
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}
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60% {
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transform: translate(-50%, -25px) scale(1.4) rotate(1deg);
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opacity: 1;
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}
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100% {
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transform: translate(-50%, -40px) scale(0.8) rotate(0deg);
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opacity: 0;
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}
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}
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@keyframes missEffect {
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0% {
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transform: translate(-50%, 0) scale(1);
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opacity: 0;
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}
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20% {
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transform: translate(-50%, 0) scale(1.2);
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opacity: 0.7;
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}
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80% {
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transform: translate(-50%, 0) scale(1.1);
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opacity: 0.3;
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}
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100% {
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transform: translate(-50%, 0) scale(1);
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opacity: 0;
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}
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}
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@keyframes healEffect {
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0% {
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transform: translate(-50%, 20px) scale(0.5);
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opacity: 0;
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}
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30% {
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transform: translate(-50%, -10px) scale(1.2);
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opacity: 1;
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}
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70% {
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transform: translate(-50%, -30px) scale(1);
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opacity: 1;
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}
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100% {
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transform: translate(-50%, -50px) scale(0.6);
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opacity: 0;
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}
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}
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</style>
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src/lib/components/Battle/BattleField.svelte
CHANGED
@@ -6,6 +6,7 @@
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import PicletInfo from './PicletInfo.svelte';
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import StatusEffectIndicator from './StatusEffectIndicator.svelte';
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import FieldEffectIndicator from './FieldEffectIndicator.svelte';
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export let playerPiclet: PicletInstance;
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export let enemyPiclet: PicletInstance;
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@@ -13,6 +14,10 @@
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export let enemyHpPercentage: number;
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export let showIntro: boolean = false;
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export let battleState: BattleState | undefined = undefined;
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// Animation states
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let playerVisible = false;
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@@ -96,6 +101,9 @@
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<StatusEffectIndicator statusEffects={battleState.opponentPiclet.statusEffects.map(effect => ({ type: effect, turnsLeft: 3 }))} />
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</div>
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{/if}
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</div>
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{/if}
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</div>
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@@ -136,6 +144,9 @@
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<StatusEffectIndicator statusEffects={battleState.playerPiclet.statusEffects.map(effect => ({ type: effect, turnsLeft: 3 }))} />
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</div>
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{/if}
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</div>
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{/if}
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import PicletInfo from './PicletInfo.svelte';
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import StatusEffectIndicator from './StatusEffectIndicator.svelte';
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import FieldEffectIndicator from './FieldEffectIndicator.svelte';
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+
import BattleEffects from './BattleEffects.svelte';
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export let playerPiclet: PicletInstance;
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export let enemyPiclet: PicletInstance;
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export let enemyHpPercentage: number;
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export let showIntro: boolean = false;
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export let battleState: BattleState | undefined = undefined;
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export let playerEffects: Array<{type: string, emoji: string, duration: number}> = [];
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export let enemyEffects: Array<{type: string, emoji: string, duration: number}> = [];
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export let playerFlash: boolean = false;
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export let enemyFlash: boolean = false;
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// Animation states
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let playerVisible = false;
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<StatusEffectIndicator statusEffects={battleState.opponentPiclet.statusEffects.map(effect => ({ type: effect, turnsLeft: 3 }))} />
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</div>
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{/if}
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<!-- Enemy Battle Effects -->
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<BattleEffects effects={enemyEffects} flash={enemyFlash} />
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</div>
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{/if}
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</div>
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<StatusEffectIndicator statusEffects={battleState.playerPiclet.statusEffects.map(effect => ({ type: effect, turnsLeft: 3 }))} />
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</div>
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{/if}
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+
<!-- Player Battle Effects -->
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<BattleEffects effects={playerEffects} flash={playerFlash} />
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</div>
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{/if}
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src/lib/components/Battle/PicletInfo.svelte
CHANGED
@@ -7,7 +7,17 @@
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export let isPlayer: boolean;
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$: hpColor = hpPercentage > 0.5 ? '#4caf50' : hpPercentage > 0.2 ? '#ffc107' : '#f44336';
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-
$: displayHp = Math.ceil(piclet.currentHp
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// Get type emoji (simplified - should map from actual types)
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const typeEmoji = 'π₯'; // Default fire type
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@@ -33,7 +43,7 @@
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<!-- HP Text (Player only) -->
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{#if isPlayer}
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<div class="hp-text">
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-
<span class="hp-values">{displayHp}/{piclet.maxHp} HP</span>
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</div>
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<!-- XP Bar (Player only) -->
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@@ -128,6 +138,19 @@
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.hp-values {
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font-weight: 600;
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}
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/* XP Bar */
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export let isPlayer: boolean;
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$: hpColor = hpPercentage > 0.5 ? '#4caf50' : hpPercentage > 0.2 ? '#ffc107' : '#f44336';
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$: displayHp = Math.ceil(piclet.currentHp);
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// Track HP changes for animations
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let previousHp = displayHp;
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let hpFlash = false;
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$: if (displayHp !== previousHp) {
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hpFlash = true;
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setTimeout(() => hpFlash = false, 300);
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previousHp = displayHp;
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}
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// Get type emoji (simplified - should map from actual types)
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const typeEmoji = 'π₯'; // Default fire type
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<!-- HP Text (Player only) -->
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{#if isPlayer}
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<div class="hp-text">
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<span class="hp-values" class:hp-flash={hpFlash}>{displayHp}/{piclet.maxHp} HP</span>
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</div>
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<!-- XP Bar (Player only) -->
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138 |
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.hp-values {
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font-weight: 600;
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transition: all 0.2s ease;
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}
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.hp-values.hp-flash {
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color: #ff4444;
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text-shadow: 0 0 8px rgba(255, 68, 68, 0.6);
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animation: hpFlash 0.3s ease-in-out;
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}
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@keyframes hpFlash {
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0% { transform: scale(1); }
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50% { transform: scale(1.1); }
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100% { transform: scale(1); }
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}
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/* XP Bar */
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src/lib/components/Pages/Battle.svelte
CHANGED
@@ -33,6 +33,12 @@
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let playerHpPercentage = playerPiclet.currentHp / playerPiclet.maxHp;
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let enemyHpPercentage = enemyPiclet.currentHp / enemyPiclet.maxHp;
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onMount(() => {
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// Initialize battle engine with converted piclet definitions
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const playerDefinition = picletInstanceToBattleDefinition(playerPiclet);
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@@ -120,12 +126,17 @@
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const newLogEntries = logAfter.slice(logBefore.length);
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const result = { log: newLogEntries };
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-
// Show battle messages with timing
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if (result.log && result.log.length > 0) {
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let messageIndex = 0;
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function showNextBattleMessage() {
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if (messageIndex < result.log.length) {
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128 |
-
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messageIndex++;
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setTimeout(showNextBattleMessage, 1500);
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} else {
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@@ -167,6 +178,105 @@
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}
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|
170 |
function updateUIFromBattleState() {
|
171 |
if (!battleState) return;
|
172 |
|
@@ -228,6 +338,10 @@
|
|
228 |
{enemyHpPercentage}
|
229 |
showIntro={battlePhase === 'intro'}
|
230 |
{battleState}
|
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|
231 |
/>
|
232 |
|
233 |
<BattleControls
|
|
|
33 |
let playerHpPercentage = playerPiclet.currentHp / playerPiclet.maxHp;
|
34 |
let enemyHpPercentage = enemyPiclet.currentHp / enemyPiclet.maxHp;
|
35 |
|
36 |
+
// Visual effects state
|
37 |
+
let playerEffects: Array<{type: string, emoji: string, duration: number}> = [];
|
38 |
+
let enemyEffects: Array<{type: string, emoji: string, duration: number}> = [];
|
39 |
+
let playerFlash = false;
|
40 |
+
let enemyFlash = false;
|
41 |
+
|
42 |
onMount(() => {
|
43 |
// Initialize battle engine with converted piclet definitions
|
44 |
const playerDefinition = picletInstanceToBattleDefinition(playerPiclet);
|
|
|
126 |
const newLogEntries = logAfter.slice(logBefore.length);
|
127 |
const result = { log: newLogEntries };
|
128 |
|
129 |
+
// Show battle messages with timing and visual effects
|
130 |
if (result.log && result.log.length > 0) {
|
131 |
let messageIndex = 0;
|
132 |
function showNextBattleMessage() {
|
133 |
if (messageIndex < result.log.length) {
|
134 |
+
const message = result.log[messageIndex];
|
135 |
+
currentMessage = message;
|
136 |
+
|
137 |
+
// Trigger visual effects based on message content
|
138 |
+
triggerVisualEffectsFromMessage(message);
|
139 |
+
|
140 |
messageIndex++;
|
141 |
setTimeout(showNextBattleMessage, 1500);
|
142 |
} else {
|
|
|
178 |
}
|
179 |
|
180 |
|
181 |
+
function triggerVisualEffectsFromMessage(message: string) {
|
182 |
+
const playerName = currentPlayerPiclet.nickname;
|
183 |
+
const enemyName = currentEnemyPiclet.nickname;
|
184 |
+
|
185 |
+
// Damage effects
|
186 |
+
if (message.includes('took') && message.includes('damage')) {
|
187 |
+
if (message.includes(playerName)) {
|
188 |
+
triggerDamageFlash('player');
|
189 |
+
} else if (message.includes(enemyName)) {
|
190 |
+
triggerDamageFlash('enemy');
|
191 |
+
}
|
192 |
+
}
|
193 |
+
|
194 |
+
// Critical hit effects
|
195 |
+
if (message.includes('critical hit')) {
|
196 |
+
triggerEffect('both', 'critical', 'π₯', 1000);
|
197 |
+
}
|
198 |
+
|
199 |
+
// Effectiveness messages
|
200 |
+
if (message.includes("It's super effective")) {
|
201 |
+
triggerEffect('both', 'superEffective', 'β‘', 800);
|
202 |
+
} else if (message.includes("not very effective")) {
|
203 |
+
triggerEffect('both', 'notVeryEffective', 'π¨', 800);
|
204 |
+
}
|
205 |
+
|
206 |
+
// Status effects
|
207 |
+
if (message.includes('was burned')) {
|
208 |
+
const target = message.includes(playerName) ? 'player' : 'enemy';
|
209 |
+
triggerEffect(target, 'burn', 'π₯', 1200);
|
210 |
+
} else if (message.includes('was poisoned')) {
|
211 |
+
const target = message.includes(playerName) ? 'player' : 'enemy';
|
212 |
+
triggerEffect(target, 'poison', 'β οΈ', 1200);
|
213 |
+
} else if (message.includes('was paralyzed')) {
|
214 |
+
const target = message.includes(playerName) ? 'player' : 'enemy';
|
215 |
+
triggerEffect(target, 'paralyze', 'β‘', 1200);
|
216 |
+
} else if (message.includes('fell asleep')) {
|
217 |
+
const target = message.includes(playerName) ? 'player' : 'enemy';
|
218 |
+
triggerEffect(target, 'sleep', 'π΄', 1200);
|
219 |
+
} else if (message.includes('was frozen')) {
|
220 |
+
const target = message.includes(playerName) ? 'player' : 'enemy';
|
221 |
+
triggerEffect(target, 'freeze', 'βοΈ', 1200);
|
222 |
+
}
|
223 |
+
|
224 |
+
// Stat changes
|
225 |
+
if (message.includes("'s") && (message.includes('rose') || message.includes('fell'))) {
|
226 |
+
const target = message.includes(playerName) ? 'player' : 'enemy';
|
227 |
+
const isIncrease = message.includes('rose');
|
228 |
+
|
229 |
+
if (message.includes('attack')) {
|
230 |
+
triggerEffect(target, isIncrease ? 'attackUp' : 'attackDown', isIncrease ? 'βοΈ' : 'π»', 1000);
|
231 |
+
} else if (message.includes('defense')) {
|
232 |
+
triggerEffect(target, isIncrease ? 'defenseUp' : 'defenseDown', isIncrease ? 'π‘οΈ' : 'π»', 1000);
|
233 |
+
} else if (message.includes('speed')) {
|
234 |
+
triggerEffect(target, isIncrease ? 'speedUp' : 'speedDown', isIncrease ? 'π¨' : 'π', 1000);
|
235 |
+
} else if (message.includes('accuracy')) {
|
236 |
+
triggerEffect(target, isIncrease ? 'accuracyUp' : 'accuracyDown', isIncrease ? 'π―' : 'ποΈ', 1000);
|
237 |
+
}
|
238 |
+
}
|
239 |
+
|
240 |
+
// Healing effects
|
241 |
+
if (message.includes('recovered') && message.includes('HP')) {
|
242 |
+
const target = message.includes(playerName) ? 'player' : 'enemy';
|
243 |
+
triggerEffect(target, 'heal', 'π', 1000);
|
244 |
+
}
|
245 |
+
|
246 |
+
// Miss effects
|
247 |
+
if (message.includes('missed')) {
|
248 |
+
triggerEffect('both', 'miss', 'π«', 800);
|
249 |
+
}
|
250 |
+
}
|
251 |
+
|
252 |
+
function triggerDamageFlash(target: 'player' | 'enemy') {
|
253 |
+
if (target === 'player') {
|
254 |
+
playerFlash = true;
|
255 |
+
setTimeout(() => playerFlash = false, 200);
|
256 |
+
} else {
|
257 |
+
enemyFlash = true;
|
258 |
+
setTimeout(() => enemyFlash = false, 200);
|
259 |
+
}
|
260 |
+
}
|
261 |
+
|
262 |
+
function triggerEffect(target: 'player' | 'enemy' | 'both', type: string, emoji: string, duration: number) {
|
263 |
+
const effect = { type, emoji, duration };
|
264 |
+
|
265 |
+
if (target === 'player' || target === 'both') {
|
266 |
+
playerEffects = [...playerEffects, effect];
|
267 |
+
setTimeout(() => {
|
268 |
+
playerEffects = playerEffects.filter(e => e !== effect);
|
269 |
+
}, duration);
|
270 |
+
}
|
271 |
+
|
272 |
+
if (target === 'enemy' || target === 'both') {
|
273 |
+
enemyEffects = [...enemyEffects, effect];
|
274 |
+
setTimeout(() => {
|
275 |
+
enemyEffects = enemyEffects.filter(e => e !== effect);
|
276 |
+
}, duration);
|
277 |
+
}
|
278 |
+
}
|
279 |
+
|
280 |
function updateUIFromBattleState() {
|
281 |
if (!battleState) return;
|
282 |
|
|
|
338 |
{enemyHpPercentage}
|
339 |
showIntro={battlePhase === 'intro'}
|
340 |
{battleState}
|
341 |
+
{playerEffects}
|
342 |
+
{enemyEffects}
|
343 |
+
{playerFlash}
|
344 |
+
{enemyFlash}
|
345 |
/>
|
346 |
|
347 |
<BattleControls
|