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Added equipment slot icons

This commit is contained in:
Michaël Lemaire 2017-03-05 15:12:08 +01:00
parent 442590a2f3
commit 3f336c8d11
19 changed files with 550 additions and 54 deletions

View file

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@ -15,7 +15,7 @@ module TS.SpaceTac.Specs {
fleet2.ships[3].level = 5;
fleet1.ships[0].setDead();
fleet1.ships[0].addSlot(SlotType.Armor).attach(new Equipment(SlotType.Armor));
fleet1.ships[0].addSlot(SlotType.Hull).attach(new Equipment(SlotType.Hull));
fleet1.ships[1].setDead();
fleet1.ships[1].addSlot(SlotType.Engine).attach(new Equipment(SlotType.Engine, "1.1.1"));
fleet1.ships[1].addSlot(SlotType.Engine).attach(new Equipment(SlotType.Engine, "1.1.2"));

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@ -211,7 +211,7 @@ module TS.SpaceTac.Specs {
expect(ship.getEquipmentCount()).toBe(0);
ship.addSlot(SlotType.Armor).attach(new Equipment(SlotType.Armor));
ship.addSlot(SlotType.Hull).attach(new Equipment(SlotType.Hull));
ship.addSlot(SlotType.Shield);
ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
@ -223,7 +223,7 @@ module TS.SpaceTac.Specs {
expect(ship.getRandomEquipment()).toBe(null);
ship.addSlot(SlotType.Armor).attach(new Equipment(SlotType.Armor));
ship.addSlot(SlotType.Hull).attach(new Equipment(SlotType.Hull));
ship.addSlot(SlotType.Shield);
ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));

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@ -22,9 +22,9 @@ module TS.SpaceTac {
// TODO Store in cache
var result = [];
result.push(new ShipModel("scout", 1, SlotType.Armor, SlotType.Engine, SlotType.Power, SlotType.Power, SlotType.Weapon));
result.push(new ShipModel("scout", 1, SlotType.Hull, SlotType.Power, SlotType.Power, SlotType.Engine, SlotType.Weapon));
result.push(new ShipModel("whirlwind", 1, SlotType.Armor, SlotType.Engine, SlotType.Power, SlotType.Shield,
result.push(new ShipModel("whirlwind", 1, SlotType.Hull, SlotType.Shield, SlotType.Power, SlotType.Engine,
SlotType.Weapon, SlotType.Weapon));
return result;

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@ -1,7 +1,7 @@
module TS.SpaceTac {
// Types of slots
export enum SlotType {
Armor,
Hull,
Shield,
Engine,
Power,

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@ -75,7 +75,7 @@ module TS.SpaceTac {
// Set a ship hull and shield points, adding/updating an equipment if needed
static setShipHP(ship: Ship, hull_points: number, shield_points: number): void {
var armor = TestTools.getOrGenEquipment(ship, SlotType.Armor, new Equipments.IronHull());
var armor = TestTools.getOrGenEquipment(ship, SlotType.Hull, new Equipments.IronHull());
var shield = TestTools.getOrGenEquipment(ship, SlotType.Shield, new Equipments.BasicForceField());
armor.permanent_effects.forEach(effect => {

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@ -1,11 +1,11 @@
module TS.SpaceTac {
describe("BaseAction", function () {
it("check if equipment can be used with remaining AP", function () {
var equipment = new Equipment(SlotType.Armor);
var equipment = new Equipment(SlotType.Hull);
equipment.ap_usage = 3;
var action = new BaseAction("test", "Test", false, equipment);
var ship = new Ship();
ship.addSlot(SlotType.Armor).attach(equipment);
ship.addSlot(SlotType.Hull).attach(equipment);
ship.values.power.setMaximal(10);
expect(action.canBeUsed(null, ship)).toBe(false);

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@ -3,7 +3,7 @@
module TS.SpaceTac.Equipments {
export class IronHull extends LootTemplate {
constructor() {
super(SlotType.Armor, "IronHull");
super(SlotType.Hull, "IronHull");
this.min_level = new IntegerRange(1, 3);

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@ -62,6 +62,10 @@ module TS.SpaceTac.UI {
this.loadImage("battle/weapon/blast.png");
this.loadImage("battle/attributes/power.png");
this.loadImage("battle/attributes/powercapacity.png");
this.loadImage("battle/attributes/hull.png");
this.loadImage("battle/attributes/hullcapacity.png");
this.loadImage("battle/attributes/shield.png");
this.loadImage("battle/attributes/shieldcapacity.png");
this.loadImage("battle/attributes/effect-increase.png");
this.loadImage("battle/attributes/effect-decrease.png");
this.loadImage("battle/attributes/effect-limit.png");
@ -84,6 +88,10 @@ module TS.SpaceTac.UI {
this.loadImage("character/cargo-slot.png");
this.loadImage("character/equipment-slot.png");
this.loadImage("character/slot-power.png");
this.loadImage("character/slot-hull.png");
this.loadImage("character/slot-shield.png");
this.loadImage("character/slot-engine.png");
this.loadImage("character/slot-weapon.png");
// Load ships
this.loadShip("scout");

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@ -12,13 +12,13 @@ module TS.SpaceTac.UI.Specs {
let fleet = new Fleet();
let ship1 = fleet.addShip();
ship1.addSlot(SlotType.Armor);
ship1.addSlot(SlotType.Hull);
ship1.addSlot(SlotType.Engine);
ship1.addSlot(SlotType.Shield);
ship1.addSlot(SlotType.Weapon);
ship1.name = "Ship 1";
let ship2 = fleet.addShip();
ship2.addSlot(SlotType.Armor);
ship2.addSlot(SlotType.Hull);
ship2.name = "Ship 2";
sheet.show(ship1, false);