2014-12-29 00:00:00 +00:00
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module SpaceTac.View {
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2015-01-07 00:00:00 +00:00
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"use strict";
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2014-12-29 00:00:00 +00:00
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// Interactive view of a Battle
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export class BattleView extends Phaser.State {
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// Displayed battle
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battle: Game.Battle;
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2014-12-30 00:00:00 +00:00
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// Interacting player
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player: Game.Player;
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// UI container
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ui: UIGroup;
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// Battleground container
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2014-12-31 00:00:00 +00:00
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arena: Arena;
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2014-12-30 00:00:00 +00:00
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2015-02-03 00:00:00 +00:00
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// Background image
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background: Phaser.Image;
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2014-12-31 00:00:00 +00:00
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// Targetting mode (null if we're not in this mode)
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targetting: Targetting;
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2014-12-31 00:00:00 +00:00
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// Card to display current playing ship
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2014-12-31 00:00:00 +00:00
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card_playing: ShipCard;
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2014-12-31 00:00:00 +00:00
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// Card to display hovered ship
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2014-12-31 00:00:00 +00:00
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card_hovered: ShipCard;
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2014-12-31 00:00:00 +00:00
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2015-01-14 00:00:00 +00:00
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// Ship list
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ship_list: ShipList;
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2015-01-02 00:00:00 +00:00
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// Action bar
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action_bar: ActionBar;
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2014-12-31 00:00:00 +00:00
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// Currently hovered ship
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ship_hovered: Game.Ship;
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// Subscription to the battle log
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2014-12-31 00:00:00 +00:00
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log_processor: LogProcessor;
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2014-12-31 00:00:00 +00:00
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2015-02-16 00:00:00 +00:00
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// True if player interaction is allowed
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interacting: boolean;
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// Indicator of interaction disabled
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icon_waiting: Phaser.Image;
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2015-02-20 00:00:00 +00:00
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// Listener for space key presses
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private space_key: Phaser.Key;
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2015-02-23 00:00:00 +00:00
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// Lines used to highlight hovered ship
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private line_hover_left: Phaser.Graphics;
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private line_hover_right: Phaser.Graphics;
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2014-12-29 00:00:00 +00:00
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// Init the view, binding it to a specific battle
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2015-01-06 00:00:00 +00:00
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init(player: Game.Player, battle: Game.Battle) {
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2014-12-30 00:00:00 +00:00
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this.player = player;
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2014-12-29 00:00:00 +00:00
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this.battle = battle;
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2014-12-31 00:00:00 +00:00
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this.targetting = null;
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2014-12-31 00:00:00 +00:00
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this.ship_hovered = null;
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2014-12-31 00:00:00 +00:00
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this.log_processor = null;
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2015-02-03 00:00:00 +00:00
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this.background = null;
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2015-02-20 00:00:00 +00:00
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this.space_key = null;
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2015-02-23 00:00:00 +00:00
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this.line_hover_left = null;
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this.line_hover_right = null;
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2014-12-29 00:00:00 +00:00
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}
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// Create view graphics
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create() {
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2014-12-31 00:00:00 +00:00
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var battleview = this;
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2014-12-30 00:00:00 +00:00
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var game = this.game;
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2015-02-03 00:00:00 +00:00
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// Background
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2015-01-02 00:00:00 +00:00
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game.stage.backgroundColor = 0x000000;
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2015-02-03 00:00:00 +00:00
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this.background = new Phaser.Image(game, 0, 0, "battle-background", 0);
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game.add.existing(this.background);
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2015-01-02 00:00:00 +00:00
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// Add arena (local map)
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2014-12-31 00:00:00 +00:00
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this.arena = new Arena(battleview);
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game.add.existing(this.arena);
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2015-01-02 00:00:00 +00:00
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// Add UI layer
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2014-12-30 00:00:00 +00:00
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this.ui = new UIGroup(game);
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game.add.existing(this.ui);
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2015-01-02 00:00:00 +00:00
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// Add UI elements
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this.action_bar = new ActionBar(this);
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2015-01-14 00:00:00 +00:00
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this.ship_list = new ShipList(this);
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2015-01-18 00:00:00 +00:00
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this.card_playing = new ShipCard(this, 1060, 130);
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this.card_hovered = new ShipCard(this, 1060, 430);
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2015-01-08 00:00:00 +00:00
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2015-02-16 00:00:00 +00:00
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this.icon_waiting = new Phaser.Image(this.game, 640, 360, "battle-waiting", 0);
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this.icon_waiting.anchor.set(0.5, 0.5);
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game.add.existing(this.icon_waiting);
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game.tweens.create(this.icon_waiting).to({"angle": 360}, 3000).repeat(-1).start();
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2015-02-23 00:00:00 +00:00
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this.line_hover_left = new Phaser.Graphics(this.game, 0, 0);
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this.line_hover_left.visible = false;
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game.add.existing(this.line_hover_left);
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this.line_hover_right = new Phaser.Graphics(this.game, 0, 0);
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this.line_hover_right.visible = false;
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game.add.existing(this.line_hover_right);
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2014-12-31 00:00:00 +00:00
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// Start processing the battle log
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this.log_processor = new LogProcessor(this);
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2015-02-20 00:00:00 +00:00
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// Handle space bar to end turn
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this.space_key = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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this.space_key.onUp.add(this.onSpaceKeyPressed, this);
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2014-12-29 00:00:00 +00:00
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}
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// Leaving the view, we unbind the battle
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shutdown() {
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2015-01-02 00:00:00 +00:00
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this.exitTargettingMode();
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2014-12-31 00:00:00 +00:00
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if (this.log_processor) {
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this.log_processor.destroy();
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this.log_processor = null;
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2014-12-31 00:00:00 +00:00
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}
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if (this.ui) {
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this.ui.destroy();
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this.ui = null;
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}
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if (this.arena) {
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this.arena.destroy();
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this.arena = null;
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}
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if (this.card_playing) {
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this.card_playing.destroy();
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this.card_playing = null;
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}
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if (this.card_hovered) {
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this.card_hovered.destroy();
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this.card_hovered = null;
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}
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2015-02-23 00:00:00 +00:00
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if (this.line_hover_left) {
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this.line_hover_left.destroy();
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this.line_hover_left = null;
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}
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if (this.line_hover_right) {
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this.line_hover_right.destroy();
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this.line_hover_right = null;
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}
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2015-02-20 00:00:00 +00:00
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if (this.space_key) {
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this.space_key.onUp.remove(this.onSpaceKeyPressed, this);
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this.space_key = null;
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}
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2014-12-29 00:00:00 +00:00
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this.battle = null;
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2014-12-31 00:00:00 +00:00
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}
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2015-02-20 00:00:00 +00:00
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// Listener for space key events
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onSpaceKeyPressed(): void {
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if (this.battle.playing_ship && this.battle.playing_ship.getPlayer() === this.player) {
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this.battle.advanceToNextShip();
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}
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}
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2014-12-31 00:00:00 +00:00
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// Method called when cursor starts hovering over a ship (or its icon)
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cursorOnShip(ship: Game.Ship): void {
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this.setShipHovered(ship);
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}
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// Method called when cursor stops hovering over a ship (or its icon)
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cursorOffShip(ship: Game.Ship): void {
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if (this.ship_hovered === ship) {
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this.setShipHovered(null);
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}
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}
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2014-12-30 00:00:00 +00:00
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2014-12-31 00:00:00 +00:00
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// Method called when cursor moves in space
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cursorInSpace(x: number, y: number): void {
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if (!this.ship_hovered) {
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2015-01-02 00:00:00 +00:00
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if (this.targetting) {
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this.targetting.setTargetSpace(x, y);
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}
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}
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}
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// Method called when cursor has been clicked (in space or on a ship)
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cursorClicked(): void {
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if (this.targetting) {
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this.targetting.validate();
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2014-12-31 00:00:00 +00:00
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}
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}
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2014-12-31 00:00:00 +00:00
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// Set the currently hovered ship
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setShipHovered(ship: Game.Ship): void {
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this.ship_hovered = ship;
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2015-02-23 00:00:00 +00:00
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this.card_hovered.setShip(ship === this.card_playing.ship ? null : ship);
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2015-01-23 00:00:00 +00:00
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this.arena.setShipHovered(ship);
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2015-02-04 00:00:00 +00:00
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this.ship_list.setHovered(ship);
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2015-01-08 00:00:00 +00:00
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if (this.targetting) {
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if (ship) {
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this.targetting.setTargetShip(ship);
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} else {
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this.targetting.unsetTarget();
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}
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2015-01-02 00:00:00 +00:00
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}
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2015-02-23 00:00:00 +00:00
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this.updateHoverLines();
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}
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// Update the hover lines
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updateHoverLines(): void {
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// TODO Simplify this
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if (this.ship_hovered) {
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var listitem = this.ship_list.findItem(this.ship_hovered);
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var sprite = this.arena.findShipSprite(this.ship_hovered);
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if (listitem && sprite) {
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var listitemhover = listitem.layer_hover;
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var spritehover = sprite.hover;
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var start = listitemhover.toGlobal(new PIXI.Point(listitemhover.width, listitemhover.height / 2));
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var end = spritehover.toGlobal(new PIXI.Point(-spritehover.width / 2, 0));
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this.line_hover_left.clear();
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this.line_hover_left.lineStyle(2, 0xC7834A, 0.7);
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this.line_hover_left.moveTo(start.x, start.y);
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this.line_hover_left.lineTo(end.x, end.y);
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var card = this.ship_hovered === this.battle.playing_ship ? this.card_playing : this.card_hovered;
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start = spritehover.toGlobal(new PIXI.Point(spritehover.width / 2, 0));
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end = card.toGlobal(new PIXI.Point(0, card.height / 2));
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this.line_hover_right.clear();
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this.line_hover_right.lineStyle(2, 0xC7834A, 0.7);
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this.line_hover_right.moveTo(start.x, start.y);
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this.line_hover_right.lineTo(end.x, end.y);
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Animation.fadeIn(this.game, this.line_hover_left, 200);
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Animation.fadeIn(this.game, this.line_hover_right, 200);
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} else {
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Animation.fadeOut(this.game, this.line_hover_left, 200);
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Animation.fadeOut(this.game, this.line_hover_right, 200);
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}
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} else {
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Animation.fadeOut(this.game, this.line_hover_left, 200);
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Animation.fadeOut(this.game, this.line_hover_right, 200);
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}
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2014-12-29 00:00:00 +00:00
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}
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2014-12-31 00:00:00 +00:00
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2015-02-16 00:00:00 +00:00
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// Enable or disable the global player interaction
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// Disable interaction when it is the AI turn, or when the current ship can't play
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setInteractionEnabled(enabled: boolean): void {
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this.exitTargettingMode();
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this.interacting = enabled;
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2015-02-20 00:00:00 +00:00
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Animation.setVisibility(this.game, this.icon_waiting, !this.interacting, 100);
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2015-02-16 00:00:00 +00:00
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}
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2014-12-31 00:00:00 +00:00
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// Enter targetting mode
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// While in this mode, the Targetting object will receive hover and click events, and handle them
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enterTargettingMode(): Targetting {
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2015-02-16 00:00:00 +00:00
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if (!this.interacting) {
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return null;
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}
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2015-01-02 00:00:00 +00:00
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if (this.targetting) {
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this.exitTargettingMode();
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}
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2014-12-31 00:00:00 +00:00
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this.targetting = new Targetting(this);
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return this.targetting;
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}
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// Exit targetting mode
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exitTargettingMode(): void {
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2015-01-02 00:00:00 +00:00
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if (this.targetting) {
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this.targetting.destroy();
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}
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2014-12-31 00:00:00 +00:00
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this.targetting = null;
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}
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2014-12-29 00:00:00 +00:00
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}
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}
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