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spacetac/src/ui/battle/ActionIcon.ts

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TypeScript
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module TS.SpaceTac.UI {
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// Icon to activate a ship capability (move, fire...)
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export class ActionIcon extends Phaser.Button {
// Link to the parent bar
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bar: ActionBar
// Link to the parent battle view
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battleview: BattleView
// Related ship
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ship: Ship
// Related game action
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action: BaseAction
// True if the action can be used
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active: boolean
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// True if the action is selected for use
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selected: boolean
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// True if an action is currently selected, and this one won't be available after its use
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fading: boolean
// Current targetting
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private targetting: Targetting | null
// Action icon - image representing the action
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private layer_icon: Phaser.Image
// Layer applied when the action is active
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private layer_active: Phaser.Image
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// Layer applied when the action is selected
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private layer_selected: Phaser.Image
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// Cooldown indicators
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private cooldown: Phaser.Image
private cooldown_count: Phaser.Text
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// Create an icon for a single ship action
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constructor(bar: ActionBar, x: number, y: number, ship: Ship, action: BaseAction, position: number) {
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super(bar.game, x, y, "battle-action-inactive");
this.bar = bar;
this.battleview = bar.battleview;
this.ship = ship;
this.action = action;
bar.actions.addChild(this);
// Active layer
this.active = false;
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this.layer_active = new Phaser.Image(this.game, this.width / 2, this.height / 2, "battle-action-active", 0);
this.layer_active.anchor.set(0.5, 0.5);
this.layer_active.visible = false;
this.addChild(this.layer_active);
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// Selected layer
this.selected = false;
this.layer_selected = new Phaser.Image(this.game, this.width / 2, this.height / 2, "battle-action-selected", 0);
this.layer_selected.anchor.set(0.5, 0.5);
this.layer_selected.visible = false;
this.addChild(this.layer_selected);
// Icon layer
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let icon = this.battleview.getImage(`battle-actions-${action.code}`, `equipment-${action.equipment ? action.equipment.code : "---"}`);
this.layer_icon = new Phaser.Image(this.game, this.width / 2, this.height / 2, icon, 0);
this.layer_icon.anchor.set(0.5, 0.5);
this.layer_icon.scale.set(0.25, 0.25);
this.addChild(this.layer_icon);
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// Cooldown layer
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this.cooldown = new Phaser.Image(this.game, this.width / 2, this.height / 2, "battle-action-cooldown");
this.cooldown.anchor.set(0.5, 0.5);
this.cooldown_count = new Phaser.Text(this.game, 0, 0, "", { align: "center", font: "36pt Arial", fill: "#aaaaaa" });
this.cooldown_count.anchor.set(0.5, 0.5);
this.cooldown.addChild(this.cooldown_count);
this.addChild(this.cooldown);
// Events
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this.battleview.tooltip.bind(this, filler => {
ActionTooltip.fill(filler, this.ship, this.action, position);
return true;
});
UITools.setHoverClick(this,
() => {
if (!this.bar.hasActionSelected()) {
this.battleview.arena.range_hint.update(this.ship, this.action);
}
},
() => {
if (!this.bar.hasActionSelected()) {
this.battleview.arena.range_hint.clear();
}
},
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() => this.processClick()
);
// Initialize
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this.updateActiveStatus(true);
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this.updateCooldownStatus();
}
// Process a click event on the action icon
processClick(): void {
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if (!this.bar.interactive) {
return;
}
if (this.action.checkCannotBeApplied(this.ship)) {
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return;
}
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if (this.selected) {
this.bar.actionEnded();
return;
}
// End any previously selected action
this.bar.actionEnded();
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this.bar.actionStarted();
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// Update range hint
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if (this.battleview.arena.range_hint) {
this.battleview.arena.range_hint.update(this.ship, this.action);
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}
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// Update fading statuses
this.bar.updateSelectedActionPower(this.action.getActionPointsUsage(this.ship, null), this.action);
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// Set the selected state
this.setSelected(true);
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if (this.action.needs_target) {
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let sprite = this.battleview.arena.findShipSprite(this.ship);
if (sprite) {
// Switch to targetting mode (will apply action when a target is selected)
this.targetting = this.battleview.enterTargettingMode();
if (this.targetting) {
this.targetting.setSource(sprite);
this.targetting.targetSelected.add(this.processSelection, this);
this.targetting.targetHovered.add(this.processHover, this);
if (this.action instanceof MoveAction) {
this.targetting.setApIndicatorsInterval(this.action.getDistanceByActionPoint(this.ship));
}
}
}
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} else {
// No target needed, apply action immediately
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this.processSelection(null);
}
}
// Called when a target is hovered
// This will check the target against current action and adjust it if needed
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processHover(target: Target): void {
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let correct_target = this.action.checkTarget(this.ship, target);
if (this.targetting) {
this.targetting.setTarget(correct_target, false, this.action.getBlastRadius(this.ship));
}
this.bar.updateSelectedActionPower(this.action.getActionPointsUsage(this.ship, correct_target), this.action);
}
// Called when a target is selected
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processSelection(target: Target | null): void {
if (this.action.apply(this.ship, target)) {
this.bar.actionEnded();
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}
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}
// Called to clear the current state
resetState(): void {
if (this.targetting) {
this.targetting = null;
}
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this.setSelected(false);
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this.updateCooldownStatus();
this.updateActiveStatus();
this.updateFadingStatus(this.ship.values.power.get());
this.battleview.arena.range_hint.clear();
}
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// Set the selected state on this icon
setSelected(selected: boolean) {
this.selected = selected;
this.battleview.animations.setVisible(this.layer_selected, this.selected, 300);
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this.updateCooldownStatus();
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}
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// Update the cooldown status
updateCooldownStatus(): void {
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let remaining = this.action.getUsesBeforeOverheat();
if (this.selected && remaining == 1) {
// will overheat, hint at the cooldown time
let cooldown = this.action.getCooldownDuration(true);
this.cooldown.scale.set(0.7);
this.cooldown_count.text = `${cooldown}`;
this.battleview.animations.setVisible(this.cooldown, true, 300);
} else if (remaining == 0) {
// overheated, show cooldown time
let cooldown = this.action.getCooldownDuration(false);
this.cooldown.scale.set(1);
this.cooldown_count.text = `${cooldown}`;
this.battleview.animations.setVisible(this.cooldown, true, 300);
} else {
this.battleview.animations.setVisible(this.cooldown, false, 300);
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}
}
// Update the active status, from the action canBeUsed result
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updateActiveStatus(force = false): void {
var old_active = this.active;
this.active = !this.action.checkCannotBeApplied(this.ship);
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if (force || (this.active != old_active)) {
this.battleview.animations.setVisible(this.layer_active, this.active, 500);
this.game.tweens.create(this.layer_icon).to({ alpha: this.active ? 1 : 0.3 }, 500).start();
this.input.useHandCursor = this.active;
}
}
// Update the fading status, given an hypothetical remaining AP
updateFadingStatus(remaining_ap: number, action: BaseAction | null = null): void {
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let old_fading = this.fading;
let overheat = (action == this.action && this.action.equipment !== null && this.action.equipment.cooldown.willOverheat());
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this.fading = this.active && (this.action.checkCannotBeApplied(this.ship, remaining_ap) != null || overheat);
if (this.fading != old_fading) {
this.battleview.animations.setVisible(this.layer_active, this.active && !this.fading, 500);
}
}
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}
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}