@rpg-engine/long-bow 0.6.55 → 0.6.56

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@rpg-engine/long-bow",
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- "version": "0.6.55",
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+ "version": "0.6.56",
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  "license": "MIT",
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  "main": "dist/index.js",
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  "typings": "dist/index.d.ts",
@@ -3,8 +3,9 @@ import React from 'react';
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  import styled from 'styled-components';
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  import { uiColors } from '../constants/uiColors';
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  import { ErrorBoundary } from './Item/Inventory/ErrorBoundary';
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- import { SimpleProgressBar } from './SimpleProgressBar';
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  import { SpriteFromAtlas } from './shared/SpriteFromAtlas';
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+ import { SimpleProgressBar } from './SimpleProgressBar';
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+ import { Tooltip } from './Tooltip/Tooltip';
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  export interface ISkillProgressBarProps {
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  skillName: string;
@@ -32,10 +33,7 @@ export const SkillProgressBar: React.FC<ISkillProgressBarProps> = ({
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  buffAndDebuff,
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  }) => {
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  // Base skill points for the previous level (0 for level 1)
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- const baseSkillPointsPrevLevel = level > 1 ? getSPForLevel(level - 1) : 0;
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-
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- // Total skill points needed for the next level
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- const nextLevelSkillPoints = skillPointsToNextLevel;
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+ const baseSkillPointsPrevLevel = level === 1 ? 0 : getSPForLevel(level);
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  // Calculate excess skill points above the previous level
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  const excessSkillPoints = Math.max(
@@ -46,7 +44,7 @@ export const SkillProgressBar: React.FC<ISkillProgressBarProps> = ({
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  // Calculate progress percentage towards the next level
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  const progress = Math.min(
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  100,
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- Math.max(0, (excessSkillPoints / nextLevelSkillPoints) * 100)
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+ Math.max(0, (excessSkillPoints / skillPointsToNextLevel) * 100)
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  );
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  const skillsBuffsCalc = (level: number, buffAndDebuff: number): string => {
@@ -117,9 +115,10 @@ export const SkillProgressBar: React.FC<ISkillProgressBarProps> = ({
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  )}
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  </ProgressIconContainer>
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- <ProgressBarContainer>
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+ <ProgressBarWrapper>
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  <SimpleProgressBar value={progress} bgColor={bgColor} />
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- </ProgressBarContainer>
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+ <Tooltip>SP: {currentSkillPoints}</Tooltip>
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+ </ProgressBarWrapper>
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  </ProgressBody>
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  {showSkillPoints && (
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  <SkillDisplayContainer>
@@ -130,11 +129,15 @@ export const SkillProgressBar: React.FC<ISkillProgressBarProps> = ({
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  );
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  };
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- const ProgressBarContainer = styled.div`
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+ const ProgressBarWrapper = styled.div`
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  position: relative;
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- top: 8px;
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+
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+ &:hover ${Tooltip}, &:active ${Tooltip} {
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+ visibility: visible;
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+ }
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  width: 100%;
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  height: auto;
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+ top: 8px;
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  `;
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  const SpriteContainer = styled.div`
@@ -1,7 +1,7 @@
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  import {
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  ISkill,
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  ISkillDetails,
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- calculateSPToNextLevel,
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+ getSPForLevel,
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  getXPForLevel,
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  } from '@rpg-engine/shared';
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  import React from 'react';
@@ -110,11 +110,6 @@ export const SkillsContainer: React.FC<ISkillContainerProps> = ({
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  continue;
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  }
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- const skillPointsToNextLevel = calculateSPToNextLevel(
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- skillDetails.skillPoints,
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- skillDetails.level
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- );
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-
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  output.push(
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  <SkillProgressBar
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  key={key}
@@ -122,7 +117,9 @@ export const SkillsContainer: React.FC<ISkillContainerProps> = ({
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  bgColor={skillCategoryColor}
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  level={skillDetails.level || 0}
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  skillPoints={Math.round(skillDetails.skillPoints) || 0}
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- skillPointsToNextLevel={skillPointsToNextLevel}
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+ skillPointsToNextLevel={
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+ Math.round(getSPForLevel(skillDetails.level + 1)) || 0
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+ }
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  texturePath={value}
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  atlasIMG={atlasIMG}
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  atlasJSON={atlasJSON}
@@ -0,0 +1,19 @@
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+ import styled from 'styled-components';
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+
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+ export const Tooltip = styled.div`
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+ visibility: hidden;
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+ position: absolute;
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+ background-color: black;
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+ color: white;
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+ text-align: center;
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+ border-radius: 4px;
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+ padding: 5px;
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+ z-index: 1;
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+ font-size: 0.5rem;
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+ white-space: nowrap;
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+
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+ /* Positioning */
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+ top: -20px; /* Adjust based on where you want the tooltip to appear */
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+ left: 50%;
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+ transform: translateX(-50%);
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+ `;
@@ -1,6 +1,6 @@
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  import { ISkill, SkillType, getSPForLevel } from '@rpg-engine/shared';
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- for (let level = 60; level <= 70; level++) {
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+ for (let level = 2; level <= 20; level++) {
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  console.log(`SP for level ${level}: ${getSPForLevel(level)}`);
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  }
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@@ -9,7 +9,7 @@ export const skillMock = {
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  stamina: {
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  type: SkillType.BasicAttributes,
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  level: 1,
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- skillPoints: 5,
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+ skillPoints: 10,
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  skillPointsToNextLevel: getSPForLevel(2),
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  },
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  magic: {