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Added range hint display on actions

This commit is contained in:
Michaël Lemaire 2015-03-03 01:00:00 +01:00
parent e18ad47c78
commit b3bb84b81a
5 changed files with 105 additions and 1 deletions

View file

@ -44,6 +44,15 @@ module SpaceTac.Game {
}
}
// Get the range of this action
getRangeRadius(ship: Ship): number {
if (this.equipment) {
return this.equipment.distance;
} else {
return 0;
}
}
// Method to check if a target is applicable for this action
// Will call checkLocationTarget or checkShipTarget by default
checkTarget(battle: Battle, ship: Ship, target: Target): Target {

View file

@ -28,6 +28,10 @@ module SpaceTac.Game {
return this.equipment.ap_usage * distance / this.equipment.distance;
}
getRangeRadius(ship: Ship): number {
return ship.ap_current.current * this.equipment.distance / this.equipment.ap_usage;
}
checkLocationTarget(battle: Battle, ship: Ship, target: Target): Target {
// TODO Should forbid to move too much near another ship
var max_distance = this.equipment.distance * ship.ap_current.current / this.equipment.ap_usage;

View file

@ -62,7 +62,15 @@ module SpaceTac.View {
// Click process
this.onInputUp.add(() => {
this.processClick();
}, this);
});
// Range hints on hover
this.onInputOver.add(() => {
this.battleview.arena.range_hint.setSecondary(this.ship, this.action);
});
this.onInputOut.add(() => {
this.battleview.arena.range_hint.clearSecondary();
});
// Initialize
this.updateActiveStatus();
@ -80,6 +88,9 @@ module SpaceTac.View {
this.bar.actionEnded();
this.bar.actionStarted();
// Update range hint
this.battleview.arena.range_hint.setPrimary(this.ship, this.action);
// Update fading statuses
this.bar.updateFadings(this.action.getActionPointsUsage(this.battleview.battle, this.ship, null));
@ -126,6 +137,7 @@ module SpaceTac.View {
this.layer_active.tint = 0xFFFFFF;
this.updateActiveStatus();
this.updateFadingStatus(this.ship.ap_current.current);
this.battleview.arena.range_hint.clearPrimary();
}
// Update the active status, from the action canBeUsed result

View file

@ -7,6 +7,9 @@ module SpaceTac.View {
// Arena background
background: Phaser.Button;
// Hint for weapon or move range
range_hint: RangeHint;
// Input callback to receive mouse move events
private input_callback: any;
@ -27,6 +30,7 @@ module SpaceTac.View {
this.ship_sprites = [];
this.playing = null;
this.hovered = null;
this.range_hint = null;
super(battleview.game);
@ -52,6 +56,9 @@ module SpaceTac.View {
this.position.set(196, 100);
this.addChild(this.background);
this.range_hint = new RangeHint(this);
this.addChild(this.range_hint);
this.init();
}

View file

@ -0,0 +1,72 @@
module SpaceTac.View {
"use strict";
// Graphical hints for movement and weapon range
export class RangeHint extends Phaser.Group {
// Link to the arena
parent: Arena;
// Displayed circle
circle: Phaser.Graphics;
// Stored information of primary circle, when secondary one overrides it
primary: Phaser.Circle;
constructor(parent: Arena) {
super(parent.game, parent);
this.parent = parent;
this.circle = new Phaser.Graphics(this.game, 0, 0);
this.addChild(this.circle);
this.primary = null;
}
// Clear the primary hint
clearPrimary(): void {
this.primary = null;
this.circle.visible = false;
}
// Clear the secondary hint
clearSecondary(): void {
if (this.primary) {
this.draw(this.primary);
} else {
this.circle.visible = false;
}
}
// Set currently selected action
setPrimary(ship: Game.Ship, action: Game.BaseAction): void {
var radius = action.getRangeRadius(ship);
if (radius) {
this.primary = new Phaser.Circle(ship.arena_x, ship.arena_y, radius * 2);
this.draw(this.primary);
} else {
this.circle.visible = false;
}
}
// Set currently hovered action
setSecondary(ship: Game.Ship, action: Game.BaseAction): void {
var radius = action.getRangeRadius(ship);
if (radius) {
this.draw(new Phaser.Circle(ship.arena_x, ship.arena_y, radius * 2));
} else {
this.circle.visible = false;
}
}
// Draw a circle, hinting available range
private draw(circle: Phaser.Circle): void {
this.circle.clear();
this.circle.lineStyle(5, 0x862080, 0.4);
this.circle.beginFill(0xD860D0, 0.2);
this.circle.drawCircle(circle.x, circle.y, circle.diameter);
this.circle.endFill();
this.circle.visible = true;
}
}
}