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Prevent arena effects information to overflow

This commit is contained in:
Michaël Lemaire 2017-05-17 19:44:42 +02:00
parent 4ccaf59978
commit 58b3cdf5b2
2 changed files with 28 additions and 15 deletions

37
TODO
View file

@ -6,9 +6,14 @@
* Character sheet: when transferring to another ship, if the item can't be equipped (unmatched requirements), the transfer is cancelled instead of trying cargo
* Character sheet: effective skill is sometimes not updated when upgrading base skill
* Character sheet: tooltip to show the sources of attributes
* Character sheet: add a "loot all" button
* Shops: allow to change/buy ship model
* Loot: lucky finds should be proportional to cargo space
* Weapon: shield with toggle effect => absorb damage in an area
* Equipment: no-target actions (direct activation, with confirmation dialog ?)
* Equipment: toggle actions (AP usage ? time of effect ?)
* Equipment: add critical hit/miss
* Equipment: add damage over time effect
* Equipment: add area effects, without the need of activation/stickyness (eg. damage reduction, attribute modifier...)
* Menu: end appear animation when a button is clicked
* Menu: allow to delete cloud saves
* Arena: hide dead drones from tactical view
@ -16,27 +21,26 @@
* Arena: add power indicator in ship hover information
* Arena: temporarily show ship information when it changes
* Arena: display important changes (damages, effects...) instead of attribute changes
* Arena: Organize objects and information in layers
* Arena: Add auto-move to attack
* Actions: Separate overheat and cooldown display
* Actions: Show power usage/recovery in power bar, on action hover
* Actions: Fix targetting not resetting when using keyboard shortcuts
* Suspend AI operation when the game is paused (window not focused)
* Add permanent effects to ship models to ease balancing
* Find incentives to move from starting position
* Fix targetting not resetting when using action shortcuts
* Add battle statistics and/or critics in outcome dialog
* Outcome: Add battle statistics and/or honors
* Outcome: Disable the loot button if there is no loot
* Ensure that tweens and particle emitters get destroyed once animation is done (or view changes)
* Controls: Do not focus on ship while targetting for area effects (dissociate hover and target)
* Controls: Fix hover being stuck when the cursor exits the window
* Active effects are not enough visible in ship list (maybe better in arena ?)
* All things displayed in battle should be updated from LogProcess forwarding, not from current game state
* Drones: add hull points and take area damage
* Drones: find a way to avoid arena cluttering
* Show power usage/recovery in action bar, on action hover
* Add a battle log display
* Organize arena objects and information in layers
* Prevent arena effects information (eg. "shield -36") to overflow out of the arena
* Allow to undo last moves
* Add critical hit/miss
* Add auto-move to attack
* Merge identical sticky effects
* Allow to skip animations and AI delays in battle
* Hide enemy information (shield, hull, weapons), until they are in play, or until a "spy" effect is used
* Mobile: think UI layout so that fingers do not block the view (right and left handed)
* Mobile: display tooltips larger and on the side of screen where the finger is not
* Mobile: targetting in two times, using a draggable target indicator
@ -46,13 +50,18 @@
* AI: allow to play several moves in the same turn (with pauses)
* AI: add combination of random small move and actual maneuver, as producer
* AI: evaluate based on simulated list of effects
* AI: consider overheat/cooldown
* Map: remove jump links that cross the radius of other systems
* Map: disable interaction (zoom, selection) while moving/jumping
* Add ship personality (with icons to identify ?), with reaction to battle and map movements
* Add factions and reputation
* Tutorial
* Missions/quests system
* Main story arc
* Campaign: Add ship personality (with icons to identify ?), with reaction to battle and map movements
* Campaign: Add factions and reputation
* Campaign: Missions/quests system
* Campaign: Main story arc
Weapon ideas:
* Shield with toggle effect that absorbs damage in an area
* Cooldown drone or ability
Later, if possible:
* Animated arena background, instead of big picture

View file

@ -148,7 +148,11 @@ module TS.SpaceTac.UI {
let text = new Phaser.Text(this.game, 0, 20 * this.effects.children.length, message, { font: "14pt Arial", fill: beneficial ? "#afe9c6" : "#e9afaf" });
this.effects.addChild(text);
this.effects.position.set(-this.effects.width / 2, this.sprite.height * 0.7);
let arena = this.battleview.arena.getBoundaries();
this.effects.position.set(
(this.ship.arena_x < 100) ? -35 : ((this.ship.arena_x > arena.width - 100) ? (35 - this.effects.width) : (-this.effects.width * 0.5)),
(this.ship.arena_y < arena.height * 0.5) ? 40 : (-40 - this.effects.height)
);
this.game.tweens.removeFrom(this.effects);
this.effects.alpha = 1;