Replaced fading action overlay by blinking lights
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41a257df7a
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@ -383,11 +383,11 @@
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borderopacity="1.0"
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inkscape:pageopacity="0"
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inkscape:pageshadow="2"
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inkscape:zoom="5.6568542"
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inkscape:cx="243.62481"
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inkscape:cy="1128.5583"
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inkscape:zoom="2"
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inkscape:cx="159.70712"
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inkscape:cy="1005.3619"
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inkscape:document-units="px"
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inkscape:current-layer="layer25"
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inkscape:current-layer="layer9"
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showgrid="false"
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units="px"
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showguides="true"
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@ -1142,10 +1142,6 @@
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width="100%"
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height="100%" />
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</g>
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<g
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inkscape:groupmode="layer"
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id="layer25"
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inkscape:label="Action icon fading" />
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</g>
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<g
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inkscape:groupmode="layer"
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Before Width: | Height: | Size: 74 KiB After Width: | Height: | Size: 74 KiB |
Binary file not shown.
Before Width: | Height: | Size: 748 B |
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@ -56,7 +56,7 @@ module SpaceTac.View.Specs {
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var checkFading = (fading: number[], available: number[]) => {
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fading.forEach((index: number) => {
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var icon = bar.actions[index];
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expect(icon.fading).toBe(true);
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expect(icon.fading || !icon.active).toBe(true);
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});
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available.forEach((index: number) => {
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var icon = bar.actions[index];
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@ -145,16 +145,27 @@ module SpaceTac.View {
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// Update the active status, from the action canBeUsed result
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updateActiveStatus(): void {
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var old_active = this.active;
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this.active = this.action.canBeUsed(this.battleview.battle, this.ship);
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Animation.setVisibility(this.game, this.layer_active, this.active, 500);
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this.game.tweens.create(this.layer_icon).to({ alpha: this.active ? 1 : 0.3 }, 500).start();
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this.input.useHandCursor = this.active;
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if (this.active != old_active) {
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Animation.setVisibility(this.game, this.layer_active, this.active, 500);
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this.game.tweens.create(this.layer_icon).to({ alpha: this.active ? 1 : 0.3 }, 500).start();
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this.input.useHandCursor = this.active;
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}
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}
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// Update the fading status, given an hypothetical remaining AP
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updateFadingStatus(remaining_ap: number): void {
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this.fading = !this.action.canBeUsed(this.battleview.battle, this.ship, remaining_ap);
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Animation.setVisibility(this.game, this.layer_fading, this.fading && this.active, 200);
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var old_fading = this.fading;
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this.fading = this.active && !this.action.canBeUsed(this.battleview.battle, this.ship, remaining_ap);
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if (this.fading != old_fading) {
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if (this.fading) {
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this.game.tweens.create(this.layer_active).to({ alpha: 0.4 }, 100).delay(180).to({ alpha: 1 }, 90).to({ alpha: 0.4 }, 80).delay(130).to({ alpha: 1 }, 100).to({ alpha: 0.4 }, 90).delay(160).to({ alpha: 0.8 }, 70).loop(true).start();
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} else {
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this.game.tweens.removeFrom(this.layer_active);
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this.layer_active.alpha = this.active ? 1 : 0;
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}
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}
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}
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}
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}
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