Updated active effect sprites on ship list
3
TODO
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@ -1,7 +1,8 @@
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* Use succession's tools and serializer
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* Allow to cancel last moves
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* Effect should be random in a range (eg. "damage target 50-75")
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* Add auto-move to attack
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* Add equipment info (or summary) in ship tooltip
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* Escape key should cancel selected action
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* Handle effects overflowing ship tooltip when too numerous
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* Proper arena scaling (not graphical, only space coordinates)
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* Mobile: think UI layout so that fingers do not block the view (right and left handed)
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Before Width: | Height: | Size: 84 KiB After Width: | Height: | Size: 114 KiB |
Before Width: | Height: | Size: 1,004 B After Width: | Height: | Size: 3.5 KiB |
Before Width: | Height: | Size: 253 B After Width: | Height: | Size: 475 B |
Before Width: | Height: | Size: 256 B After Width: | Height: | Size: 542 B |
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@ -31,6 +31,9 @@ module TS.SpaceTac.View {
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this.ship = ship;
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this.active_effects = new Phaser.Group(this.game);
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this.addChild(this.active_effects);
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this.layer_portrait = new Phaser.Image(this.game, 8, 8, "ship-" + ship.model + "-portrait", 0);
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this.layer_portrait.scale.set(0.3, 0.3);
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this.addChild(this.layer_portrait);
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@ -52,9 +55,6 @@ module TS.SpaceTac.View {
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this.energy = ValueBar.newStyled(this.game, "battle-shiplist-energy", 106, 39, true);
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this.addChild(this.energy);
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this.active_effects = new Phaser.Group(this.game);
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this.addChild(this.active_effects);
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this.updateAttributes();
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this.updateEffects();
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@ -75,7 +75,7 @@ module TS.SpaceTac.View {
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var spacing = (8 * (count - 1) > 72) ? 72 / (count - 1) : 8;
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this.ship.sticky_effects.forEach((effect, index) => {
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var x = 46 - (count - 1) * spacing / 2 + index * spacing;
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var badge = new Phaser.Image(this.game, x, 85, `battle-shiplist-effect-${effect.isBeneficial() ? "good" : "bad"}`);
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var badge = new Phaser.Image(this.game, x, 46, `battle-shiplist-effect-${effect.isBeneficial() ? "good" : "bad"}`);
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badge.anchor.set(0.5, 0.5);
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this.active_effects.addChild(badge);
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});
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