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spacetac/src/ui/character/CharacterSheet.ts

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TypeScript
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2017-02-27 23:36:12 +00:00
module TS.SpaceTac.UI {
/**
* Character sheet, displaying ship characteristics
*/
export class CharacterSheet extends Phaser.Image {
// Currently displayed fleet
fleet: Fleet;
// Currently displayed ship
ship: Ship;
// Ship name
ship_name: Phaser.Text;
// Ship level
ship_level: Phaser.Text;
// Ship upgrade points
ship_upgrades: Phaser.Text;
// Fleet's portraits
portraits: Phaser.Group;
// Credits
credits: Phaser.Text;
// Attributes and skills
attributes: { [key: string]: Phaser.Text } = {};
constructor(view: BaseView) {
super(view.game, 0, 0, "character-sheet");
this.x = -this.width;
this.inputEnabled = true;
let close_button = new Phaser.Button(this.game, view.getWidth(), 0, "character-close", () => this.hide());
close_button.anchor.set(1, 0);
this.addChild(close_button);
this.ship_name = new Phaser.Text(this.game, 758, 48, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.ship_name.anchor.set(0.5, 0.5);
this.addChild(this.ship_name);
this.ship_level = new Phaser.Text(this.game, 552, 1054, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.ship_level.anchor.set(0.5, 0.5);
this.addChild(this.ship_level);
this.ship_upgrades = new Phaser.Text(this.game, 1066, 1054, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.ship_upgrades.anchor.set(0.5, 0.5);
this.addChild(this.ship_upgrades);
this.portraits = new Phaser.Group(this.game);
this.portraits.position.set(152, 0);
this.addChild(this.portraits);
this.credits = new Phaser.Text(this.game, 136, 38, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.credits.anchor.set(0.5, 0.5);
this.addChild(this.credits);
let x1 = 664;
let x2 = 1066;
let y = 662;
this.addAttribute(SHIP_ATTRIBUTES.initiative, x1, y);
this.addAttribute(SHIP_ATTRIBUTES.hull_capacity, x1, y + 64);
this.addAttribute(SHIP_ATTRIBUTES.shield_capacity, x1, y + 128);
this.addAttribute(SHIP_ATTRIBUTES.power_capacity, x1, y + 192);
this.addAttribute(SHIP_ATTRIBUTES.power_initial, x1, y + 256);
this.addAttribute(SHIP_ATTRIBUTES.power_recovery, x1, y + 320);
this.addAttribute(SHIP_ATTRIBUTES.skill_material, x2, y);
this.addAttribute(SHIP_ATTRIBUTES.skill_electronics, x2, y + 64);
this.addAttribute(SHIP_ATTRIBUTES.skill_energy, x2, y + 128);
this.addAttribute(SHIP_ATTRIBUTES.skill_human, x2, y + 192);
this.addAttribute(SHIP_ATTRIBUTES.skill_gravity, x2, y + 256);
this.addAttribute(SHIP_ATTRIBUTES.skill_time, x2, y + 320);
}
/**
* Add an attribute display
*/
private addAttribute(attribute: ShipAttribute, x: number, y: number) {
let text = new Phaser.Text(this.game, x, y, "", { align: "center", font: "18pt Arial", fill: "#FFFFFF" });
text.anchor.set(0.5, 0.5);
this.addChild(text);
this.attributes[attribute.name] = text;
}
/**
* Update the fleet sidebar
*/
updateFleet(fleet: Fleet) {
if (fleet != this.fleet) {
this.portraits.removeAll(true);
this.fleet = fleet;
}
fleet.ships.forEach((ship, idx) => {
let portrait = this.portraits.children.length > idx ? this.portraits.getChildAt(idx) : null;
let key = ship == this.ship ? "character-ship-selected" : "character-ship";
if (portrait instanceof Phaser.Button) {
portrait.loadTexture(key);
} else {
let new_portrait = new Phaser.Button(this.game, 0, idx * 320, key, () => this.show(ship));
new_portrait.anchor.set(0.5, 0.5);
this.portraits.addChild(new_portrait);
let portrait_pic = new Phaser.Image(this.game, 0, 0, `ship-${ship.model}-portrait`);
portrait_pic.anchor.set(0.5, 0.5);
new_portrait.addChild(portrait_pic);
}
});
this.credits.setText(fleet.credits.toString());
this.portraits.scale.set(980 * this.portraits.scale.x / this.portraits.height, 980 * this.portraits.scale.y / this.portraits.height);
this.portraits.y = 80 + 160 * this.portraits.scale.x;
}
/**
* Show the sheet for a given ship
*/
show(ship: Ship, animate = true) {
this.ship = ship;
this.ship_name.setText(ship.name);
this.ship_level.setText(ship.level.toString());
this.ship_upgrades.setText(ship.upgrade_points.toString());
iteritems(<any>ship.attributes, (key, value: ShipAttribute) => {
let text = this.attributes[value.name];
if (text) {
text.setText(value.get().toString());
}
});
this.updateFleet(ship.fleet);
if (animate) {
this.game.tweens.create(this).to({ x: 0 }, 800, Phaser.Easing.Circular.InOut, true);
} else {
this.x = 0;
}
}
/**
* Hide the sheet
*/
hide() {
this.game.tweens.create(this).to({ x: -this.width }, 800, Phaser.Easing.Circular.InOut, true);
}
}
}