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spacetac/src/ui/BaseView.ts

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TypeScript
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module TK.SpaceTac.UI {
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/**
* Base class for all game views
*/
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export class BaseView extends Phaser.Scene {
// Link to the root UI
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gameui!: MainUI
// Message notifications
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messages_layer!: UIContainer
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messages!: Messages
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// Audio system
audio!: Audio
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// Input and key bindings
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inputs!: InputManager
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// Animations
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animations!: Animations
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particles!: UIParticles
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// Timing
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timer!: Timer
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// Tooltip
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tooltip_layer!: UIContainer
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tooltip!: Tooltip
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// Layers
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layers!: UIContainer
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// Modal dialogs
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dialogs_layer!: UIContainer
dialogs_opened: UIDialog[] = []
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// Verbose debug output
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debug = false
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// Get the size of display
getWidth(): number {
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return this.cameras.main.width;
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}
getHeight(): number {
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return this.cameras.main.height;
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}
getMidWidth(): number {
return this.getWidth() / 2;
}
getMidHeight(): number {
return this.getHeight() / 2;
}
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init(data: object) {
console.log(`Starting scene ${classname(this)}`);
this.gameui = <MainUI>this.sys.game;
this.timer = new Timer(this.gameui.headless);
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this.animations = new Animations(this.tweens);
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this.particles = new UIParticles(this);
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this.inputs = new InputManager(this);
this.audio = new Audio(this);
this.debug = this.gameui.debug;
this.events.once("shutdown", () => this.shutdown());
}
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shutdown() {
console.log(`Shutting down scene ${classname(this)}`);
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this.inputs.destroy();
this.audio.stopMusic();
this.timer.cancelAll(true);
}
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create() {
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// Layers
this.layers = new UIContainer(this);
this.add.existing(this.layers);
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this.layers.setName("View layers");
this.dialogs_layer = new UIContainer(this);
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this.dialogs_layer.setName("Dialogs layer");
this.add.existing(this.dialogs_layer);
this.tooltip_layer = new UIContainer(this);
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this.tooltip_layer.setName("Tooltip layer");
this.add.existing(this.tooltip_layer);
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this.tooltip = new Tooltip(this);
this.messages_layer = new UIContainer(this);
this.messages_layer.setName("Messages layer");
this.add.existing(this.messages_layer);
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this.messages = new Messages(this);
this.dialogs_opened = [];
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// Browser console variable (for debugging purpose)
if (typeof window != "undefined") {
let session = this.gameui.session;
if (session) {
(<any>window).universe = session.universe;
(<any>window).player = session.player;
(<any>window).battle = session.player.getBattle();
(<any>window).view = this;
}
}
}
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get options() {
return this.gameui.options;
}
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get session() {
return this.gameui.session;
}
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/**
* Go back to the router state
*/
backToRouter() {
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this.scene.start('router');
}
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/**
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* Get or create a layer in the view, by its name
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*/
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getLayer(name: string): UIContainer {
let layer = this.layers.getByName(name);
if (layer && layer instanceof UIContainer) {
return layer;
} else {
let layer = new UIContainer(this);
layer.setName(name);
this.layers.add(layer);
return layer;
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}
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}
/**
* Get a network connection to the backend server
*/
getConnection(): Multi.Connection {
let device_id = this.gameui.getDeviceId();
if (device_id) {
return new Multi.Connection(device_id, new Multi.ParseRemoteStorage());
} else {
// TODO Should warn the user !
return new Multi.Connection("fake", new Multi.FakeRemoteStorage());
}
}
/**
* Auto-save current session to cloud
*
* This may be called at key points during the gameplay
*/
autoSave(): void {
let session = this.gameui.session;
if (session.primary) {
let connection = this.getConnection();
connection.publish(session, session.getDescription())
.then(() => this.messages.addMessage("Auto-saved to cloud"))
.catch(console.error)
//.catch(() => this.messages.addMessage("Error saving game to cloud"));
}
}
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/**
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* Open options dialog
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*/
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showOptions(credits = false): void {
new OptionsDialog(this, credits);
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}
/**
* Set a value in localStorage, if available
*/
setStorage(key: string, value: string): void {
if (typeof localStorage != "undefined") {
localStorage.setItem("spacetac-" + key, value);
}
}
/**
* Get a value from localStorage
*/
getStorage(key: string): string | null {
if (typeof localStorage != "undefined") {
return localStorage.getItem("spacetac-" + key);
} else {
return null;
}
}
/**
* Check if the mouse is inside a given area
*/
isMouseInside(area: IBounded): boolean {
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let pos = this.input.activePointer.position;
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return pos.x >= area.x && pos.x < area.x + area.width && pos.y >= area.y && pos.y < area.y + area.height;
}
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/**
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* Get a new image from an atlas name
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*/
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newImage(name: string, x = 0, y = 0): UIImage {
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let info = this.getImageInfo(name);
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let result = this.add.image(x, y, info.key, info.frame);
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result.name = name;
return result;
}
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/**
* Update an image from an atlas name
*/
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changeImage(image: UIImage, name: string): void {
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let info = this.getImageInfo(name);
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image.setName(name);
image.setTexture(info.key, info.frame);
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}
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/**
* Get an image from atlases
*/
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getImageInfo(name: string): { key: string, frame: number | string, exists: boolean } {
if (this.textures.exists(name)) {
return { key: name, frame: 0, exists: true };
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} else {
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for (let j = 1; j <= 3; j++) {
let i = 1;
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while (this.textures.exists(`atlas${j}-${i}`)) {
let frames = this.textures.get(`atlas${j}-${i}`).getFrameNames();
let frame = first(frames, frame => AssetLoading.getKey(frame) == `data-stage${j}-image-${name}`);
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if (frame) {
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return { key: `atlas${j}-${i}`, frame: frame, exists: true };
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}
i++;
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}
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}
return { key: `-missing-${name}`, frame: 0, exists: false };
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}
}
/**
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* Returns the first image found in atlases
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*/
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getFirstImage(...names: string[]): string {
return first(names, name => this.getImageInfo(name).key.substr(0, 9) != '-missing-') || names[names.length - 1];
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}
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/**
* Check if the scene is paused
*/
isPaused(): boolean {
return this.time.paused;
}
}
}