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Start of character sheet

This commit is contained in:
Michaël Lemaire 2017-02-28 00:36:12 +01:00
parent 485d74dd7f
commit 760c8ddf27
15 changed files with 255 additions and 32 deletions

10
TODO
View file

@ -1,6 +1,7 @@
* Ensure that tweens and particle emitters get destroyed once animation is done (or view changes)
* Highlight ships that will be included as target of current action
* Do not focus on ship while targetting for area effects (dissociate hover and target)
* Controls: Do not focus on ship while targetting for area effects (dissociate hover and target)
* Controls: fix hover not working when mouse goes rapidly over and out of a ship
* 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 tooltip
@ -21,8 +22,12 @@
* 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
* AI: apply safety distances to move actions
* AI: bully AI crashes when winning a battle (trying to move toward null ship!)
* AI: use support equipments (repair drones...)
* AI: fix not being able to apply simulated maneuver
* TacticalAI: allow to play several moves in the same turn
* TacticalAI: add pauses to not play too quickly
* TacticalAI: replace BullyAI
* AIDuel: fix first AI always winning when two identical AIs are selected
* Add a defeat screen (game over for now)
* Add a victory screen, with loot display
* Add retreat from battle
@ -39,6 +44,7 @@
* Main story arc
Later, if possible:
* Replays
* Multiplayer
* Saving to external file
* Saving to cloud

View file

@ -16,9 +16,12 @@
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@ -15,6 +15,9 @@ module TS.SpaceTac {
// Current battle in which the fleet is engaged (null if not fighting)
battle: Battle;
// Amount of credits available
credits = 0;
// Create a fleet, bound to a player
constructor(player: Player = null) {
this.player = player || new Player();

View file

@ -87,8 +87,11 @@ module TS.SpaceTac {
// Priority in play_order
play_priority = 0;
// Upgrade points available
upgrade_points = 0;
// Create a new ship inside a fleet
constructor(fleet: Fleet = null, name: string = null) {
constructor(fleet: Fleet = null, name = "Ship") {
this.fleet = fleet || new Fleet();
this.level = 1;
this.name = name;

View file

@ -77,6 +77,12 @@ module TS.SpaceTac.UI {
this.loadImage("map/state-unknown.png");
this.loadImage("map/state-enemy.png");
this.loadImage("map/state-clear.png");
this.loadImage("character/sheet.png");
this.loadImage("character/close.png");
this.loadImage("character/ship.png");
this.loadImage("character/ship-selected.png");
this.loadImage("character/cargo-slot.png");
this.loadImage("character/equipment-slot.png");
// Load ships
this.loadShip("scout");

View file

@ -9,6 +9,7 @@ module TS.SpaceTac.UI.Specs {
*/
export class TestGame {
ui: MainUI;
baseview: BaseView;
battleview: BattleView;
mapview: UniverseMapView;
}
@ -47,6 +48,7 @@ module TS.SpaceTac.UI.Specs {
window.requestAnimationFrame(() => ui.destroy());
testgame.ui = null;
testgame.baseview = null;
testgame.battleview = null;
testgame.mapview = null;
});
@ -58,7 +60,10 @@ module TS.SpaceTac.UI.Specs {
* Test setup of an empty BaseView
*/
export function setupEmptyView(): TestGame {
return setupSingleView(testgame => [new BaseView(), []]);
return setupSingleView(testgame => {
testgame.baseview = new BaseView();
return [testgame.baseview, []];
});
}
/**

View file

@ -34,6 +34,9 @@ module TS.SpaceTac.UI {
// Ship tooltip
ship_tooltip: ShipTooltip;
// Character sheet
character_sheet: CharacterSheet;
// Subscription to the battle log
log_processor: LogProcessor;
@ -80,6 +83,8 @@ module TS.SpaceTac.UI {
this.ship_list = new ShipList(this);
this.ship_tooltip = new ShipTooltip(this);
this.add.existing(this.ship_tooltip);
this.character_sheet = new CharacterSheet(this);
this.add.existing(this.character_sheet);
// "Battle" animation
this.displayFightMessage();
@ -166,6 +171,8 @@ module TS.SpaceTac.UI {
cursorClicked(): void {
if (this.targetting) {
this.targetting.validate();
} else if (this.ship_hovered) {
this.character_sheet.show(this.ship_hovered);
}
}

View file

@ -0,0 +1,29 @@
module TS.SpaceTac.UI.Specs {
describe("CharacterSheet", function () {
let testgame = setupEmptyView();
it("displays fleet and ship information", function () {
let view = testgame.baseview;
let sheet = new CharacterSheet(view);
expect(sheet.x).toEqual(-sheet.width);
let fleet = new Fleet();
let ship1 = fleet.addShip();
ship1.name = "Ship 1";
let ship2 = fleet.addShip();
ship2.name = "Ship 2";
sheet.show(ship1, false);
expect(sheet.x).toEqual(0);
expect(sheet.portraits.length).toBe(2);
expect(sheet.ship_name.text).toEqual("Ship 1");
let portrait = <Phaser.Button>sheet.portraits.getChildAt(1);
portrait.onInputUp.dispatch();
expect(sheet.ship_name.text).toEqual("Ship 2");
});
});
}

View file

@ -0,0 +1,152 @@
module TS.SpaceTac.UI {
/**
* Character sheet, displaying ship characteristics
*/
export class CharacterSheet extends Phaser.Image {
// Currently displayed fleet
fleet: Fleet;
// Currently displayed ship
ship: Ship;
// Ship name
ship_name: Phaser.Text;
// Ship level
ship_level: Phaser.Text;
// Ship upgrade points
ship_upgrades: Phaser.Text;
// Fleet's portraits
portraits: Phaser.Group;
// Credits
credits: Phaser.Text;
// Attributes and skills
attributes: { [key: string]: Phaser.Text } = {};
constructor(view: BaseView) {
super(view.game, 0, 0, "character-sheet");
this.x = -this.width;
this.inputEnabled = true;
let close_button = new Phaser.Button(this.game, view.getWidth(), 0, "character-close", () => this.hide());
close_button.anchor.set(1, 0);
this.addChild(close_button);
this.ship_name = new Phaser.Text(this.game, 758, 48, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.ship_name.anchor.set(0.5, 0.5);
this.addChild(this.ship_name);
this.ship_level = new Phaser.Text(this.game, 552, 1054, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.ship_level.anchor.set(0.5, 0.5);
this.addChild(this.ship_level);
this.ship_upgrades = new Phaser.Text(this.game, 1066, 1054, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.ship_upgrades.anchor.set(0.5, 0.5);
this.addChild(this.ship_upgrades);
this.portraits = new Phaser.Group(this.game);
this.portraits.position.set(152, 0);
this.addChild(this.portraits);
this.credits = new Phaser.Text(this.game, 136, 38, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.credits.anchor.set(0.5, 0.5);
this.addChild(this.credits);
let x1 = 664;
let x2 = 1066;
let y = 662;
this.addAttribute(SHIP_ATTRIBUTES.initiative, x1, y);
this.addAttribute(SHIP_ATTRIBUTES.hull_capacity, x1, y + 64);
this.addAttribute(SHIP_ATTRIBUTES.shield_capacity, x1, y + 128);
this.addAttribute(SHIP_ATTRIBUTES.power_capacity, x1, y + 192);
this.addAttribute(SHIP_ATTRIBUTES.power_initial, x1, y + 256);
this.addAttribute(SHIP_ATTRIBUTES.power_recovery, x1, y + 320);
this.addAttribute(SHIP_ATTRIBUTES.skill_material, x2, y);
this.addAttribute(SHIP_ATTRIBUTES.skill_electronics, x2, y + 64);
this.addAttribute(SHIP_ATTRIBUTES.skill_energy, x2, y + 128);
this.addAttribute(SHIP_ATTRIBUTES.skill_human, x2, y + 192);
this.addAttribute(SHIP_ATTRIBUTES.skill_gravity, x2, y + 256);
this.addAttribute(SHIP_ATTRIBUTES.skill_time, x2, y + 320);
}
/**
* Add an attribute display
*/
private addAttribute(attribute: ShipAttribute, x: number, y: number) {
let text = new Phaser.Text(this.game, x, y, "", { align: "center", font: "18pt Arial", fill: "#FFFFFF" });
text.anchor.set(0.5, 0.5);
this.addChild(text);
this.attributes[attribute.name] = text;
}
/**
* Update the fleet sidebar
*/
updateFleet(fleet: Fleet) {
if (fleet != this.fleet) {
this.portraits.removeAll(true);
this.fleet = fleet;
}
fleet.ships.forEach((ship, idx) => {
let portrait = this.portraits.children.length > idx ? this.portraits.getChildAt(idx) : null;
let key = ship == this.ship ? "character-ship-selected" : "character-ship";
if (portrait instanceof Phaser.Button) {
portrait.loadTexture(key);
} else {
let new_portrait = new Phaser.Button(this.game, 0, idx * 320, key, () => this.show(ship));
new_portrait.anchor.set(0.5, 0.5);
this.portraits.addChild(new_portrait);
let portrait_pic = new Phaser.Image(this.game, 0, 0, `ship-${ship.model}-portrait`);
portrait_pic.anchor.set(0.5, 0.5);
new_portrait.addChild(portrait_pic);
}
});
this.credits.setText(fleet.credits.toString());
this.portraits.scale.set(980 * this.portraits.scale.x / this.portraits.height, 980 * this.portraits.scale.y / this.portraits.height);
this.portraits.y = 80 + 160 * this.portraits.scale.x;
}
/**
* Show the sheet for a given ship
*/
show(ship: Ship, animate = true) {
this.ship = ship;
this.ship_name.setText(ship.name);
this.ship_level.setText(ship.level.toString());
this.ship_upgrades.setText(ship.upgrade_points.toString());
iteritems(<any>ship.attributes, (key, value: ShipAttribute) => {
let text = this.attributes[value.name];
if (text) {
text.setText(value.get().toString());
}
});
this.updateFleet(ship.fleet);
if (animate) {
this.game.tweens.create(this).to({ x: 0 }, 800, Phaser.Easing.Circular.InOut, true);
} else {
this.x = 0;
}
}
/**
* Hide the sheet
*/
hide() {
this.game.tweens.create(this).to({ x: -this.width }, 800, Phaser.Easing.Circular.InOut, true);
}
}
}