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Added targetting visual line for move action

This commit is contained in:
Michaël Lemaire 2015-01-06 01:00:00 +01:00 committed by Michaël Lemaire
parent 8870b8839e
commit 16b67b94a7
4 changed files with 74 additions and 12 deletions

View file

@ -11,6 +11,9 @@ module SpaceTac.View {
// Related game action
action: Game.BaseAction;
// Current targetting
private targetting: Targetting;
// Create an icon for a single ship action
constructor(bar: ActionBar, x: number, y:number, ship: Game.Ship, action: Game.BaseAction) {
this.battleview = bar.battleview;
@ -29,15 +32,25 @@ module SpaceTac.View {
processClick() {
console.log("Action started", this.action);
var targetting = this.battleview.enterTargettingMode();
targetting.targetSelected.add(this.processTarget, this);
this.targetting = this.battleview.enterTargettingMode();
this.targetting.setSource(this.battleview.arena.findShipSprite(this.ship));
this.targetting.targetSelected.add(this.processSelection, this);
this.targetting.targetHovered.add(this.processHover, this);
}
// Receive a target for the action
processTarget(target: Game.Target) {
// Called when a target is hovered
// This will check the target against current action and adjust it if needed
processHover(target: Game.Target) {
target = this.action.checkTarget(this.battleview.battle, this.ship, target);
this.targetting.setTarget(target, false);
}
// Called when a target is selected
processSelection(target: Game.Target) {
console.log("Action target", this.action, target);
this.action.apply(this.battleview.battle, this.ship, target);
this.battleview.exitTargettingMode();
}
}
}

View file

@ -21,7 +21,7 @@ module SpaceTac.View {
super(battleview.game);
var background = new Phaser.Button(battleview.game, 0, 0, 'ui-arena-background');
background.scale.set(5, 5);
background.scale.set(20, 10);
this.background = background;
// Capture clicks on background

View file

@ -118,7 +118,6 @@ module SpaceTac.View {
// Method called when cursor moves in space
cursorInSpace(x: number, y: number): void {
if (!this.ship_hovered) {
console.log("In space", x, y);
if (this.targetting) {
this.targetting.setTargetSpace(x, y);
}

View file

@ -5,6 +5,9 @@ module SpaceTac.View {
// Access to the parent battle view
private battleview: BattleView;
// Source of the targetting
private source: PIXI.Sprite;
// Current target
private target: Game.Target;
@ -14,29 +17,76 @@ module SpaceTac.View {
// Signal to receive targetting events
targetSelected: Phaser.Signal;
// Target visual line
line: Phaser.Graphics;
// Create a default targetting mode
constructor(battleview: BattleView) {
this.battleview = battleview;
this.targetHovered = new Phaser.Signal();
this.targetSelected = new Phaser.Signal();
// Visual effects
if (battleview) {
this.line = new Phaser.Graphics(battleview.game, 0, 0);
battleview.arena.add(this.line);
}
this.source = null;
this.target = null;
}
// Destructor
destroy(): void {
this.targetHovered.dispose();
this.targetSelected.dispose();
if (this.line) {
this.line.destroy();
}
}
// Update visual effects for current targetting
update(): void {
if (this.battleview) {
if (this.source) {
this.line.clear();
this.line.lineStyle(3, 0xFFFFFF);
this.line.moveTo(this.source.x, this.source.y);
this.line.lineTo(this.target.x, this.target.y);
this.line.visible = true;
} else {
this.line.visible = false;
}
}
}
// Set the source sprite for the targetting (for visual effects)
setSource(sprite: PIXI.Sprite) {
this.source = sprite;
}
// Set a target from a target object
setTarget(target: Game.Target, dispatch: boolean = true):void {
this.target = target;
if (dispatch) {
this.targetHovered.dispatch(this.target);
}
this.update();
}
// Set no target
unsetTarget(dispatch: boolean = true): void {
this.setTarget(null, dispatch);
}
// Set the current target ship (when hovered)
setTargetShip(ship: Game.Ship): void {
this.target = Game.Target.newFromShip(ship);
this.targetHovered.dispatch(this.target);
setTargetShip(ship: Game.Ship, dispatch: boolean = true): void {
this.setTarget(Game.Target.newFromShip(ship), dispatch);
}
// Set the current target in space (when hovered)
setTargetSpace(x: number, y: number): void {
this.target = Game.Target.newFromLocation(x, y);
this.targetHovered.dispatch(this.target);
setTargetSpace(x: number, y: number, dispatch: boolean = true): void {
this.setTarget(Game.Target.newFromLocation(x, y));
}
// Validate the current target (when clicked)