Added hull and shield HUD in the arena
1
TODO
|
@ -15,6 +15,7 @@
|
|||
* Add battle statistics and/or critics in outcome dialog
|
||||
* 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
|
||||
|
|
|
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Before Width: | Height: | Size: 120 KiB After Width: | Height: | Size: 127 KiB |
Before Width: | Height: | Size: 1.6 KiB |
BIN
out/assets/images/battle/arena/ship-hull-base.png
Normal file
After Width: | Height: | Size: 2.6 KiB |
BIN
out/assets/images/battle/arena/ship-hull-full.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
out/assets/images/battle/arena/ship-shield-base.png
Normal file
After Width: | Height: | Size: 2.6 KiB |
BIN
out/assets/images/battle/arena/ship-shield-full.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
|
@ -28,8 +28,6 @@ module TS.SpaceTac.UI {
|
|||
this.loadImage("battle/shiplist/hover.png");
|
||||
this.loadImage("battle/shiplist/info-button.png");
|
||||
this.loadImage("battle/background.jpg");
|
||||
this.loadImage("battle/arena/background.png");
|
||||
this.loadImage("battle/arena/ap-indicator.png");
|
||||
this.loadImage("battle/actionbar.png");
|
||||
this.loadImage("battle/action-inactive.png");
|
||||
this.loadImage("battle/action-active.png");
|
||||
|
@ -38,11 +36,16 @@ module TS.SpaceTac.UI {
|
|||
this.loadImage("battle/power-available.png");
|
||||
this.loadImage("battle/power-using.png");
|
||||
this.loadImage("battle/power-used.png");
|
||||
this.loadImage("battle/arena/ship-hover.png");
|
||||
this.loadImage("battle/arena/background.png");
|
||||
this.loadImage("battle/arena/ap-indicator.png");
|
||||
this.loadImage("battle/arena/ship-normal-enemy.png");
|
||||
this.loadImage("battle/arena/ship-normal-own.png");
|
||||
this.loadImage("battle/arena/ship-playing-enemy.png");
|
||||
this.loadImage("battle/arena/ship-playing-own.png");
|
||||
this.loadImage("battle/arena/ship-hull-base.png");
|
||||
this.loadImage("battle/arena/ship-hull-full.png");
|
||||
this.loadImage("battle/arena/ship-shield-base.png");
|
||||
this.loadImage("battle/arena/ship-shield-full.png");
|
||||
this.loadImage("battle/arena/stasis.png");
|
||||
this.loadImage("battle/arena/target.png");
|
||||
this.loadImage("battle/arena/blast.png");
|
||||
|
|
|
@ -61,8 +61,8 @@ module TS.SpaceTac.UI {
|
|||
|
||||
this.position.set(offset_x, offset_y);
|
||||
|
||||
this.addChild(this.background);
|
||||
this.addChild(this.range_hint);
|
||||
this.add(this.background);
|
||||
this.add(this.range_hint);
|
||||
|
||||
this.init();
|
||||
}
|
||||
|
@ -77,12 +77,12 @@ module TS.SpaceTac.UI {
|
|||
// Add ship sprites
|
||||
this.battleview.battle.play_order.forEach(ship => {
|
||||
var sprite = new ArenaShip(this, ship);
|
||||
this.addChild(sprite);
|
||||
this.add(sprite);
|
||||
this.ship_sprites.push(sprite);
|
||||
});
|
||||
|
||||
this.layer_weapon_effects = new Phaser.Group(this.game);
|
||||
this.addChild(this.layer_weapon_effects);
|
||||
this.add(this.layer_weapon_effects);
|
||||
}
|
||||
|
||||
// Get the current MainUI instance
|
||||
|
@ -168,7 +168,7 @@ module TS.SpaceTac.UI {
|
|||
if (!this.findDrone(drone)) {
|
||||
let sprite = new ArenaDrone(this.battleview, drone);
|
||||
let angle = Math.atan2(drone.y - drone.owner.arena_y, drone.x - drone.owner.arena_x);
|
||||
this.addChild(sprite);
|
||||
this.add(sprite);
|
||||
this.drone_sprites.push(sprite);
|
||||
|
||||
if (animate) {
|
||||
|
@ -209,5 +209,15 @@ module TS.SpaceTac.UI {
|
|||
highlightTargets(ships: Ship[]): void {
|
||||
this.ship_sprites.forEach(sprite => sprite.setTargetted(contains(ships, sprite.ship)));
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the HUD mode (shows information on all ships)
|
||||
*/
|
||||
setHUDMode(active: boolean): void {
|
||||
this.ship_sprites.forEach(sprite => sprite.setHovered(active));
|
||||
if (this.battleview.background) {
|
||||
this.battleview.animations.setVisible(this.battleview.background, !active, 200);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -19,8 +19,10 @@ module TS.SpaceTac.UI {
|
|||
// Target effect
|
||||
target: Phaser.Image;
|
||||
|
||||
// Hover effect
|
||||
hover: Phaser.Image;
|
||||
// Hover information
|
||||
info: Phaser.Group;
|
||||
info_hull: ValueBar;
|
||||
info_shield: ValueBar;
|
||||
|
||||
// Frame to indicate the owner of the ship, and if it is playing
|
||||
frame: Phaser.Image;
|
||||
|
@ -41,34 +43,41 @@ module TS.SpaceTac.UI {
|
|||
this.sprite.rotation = ship.arena_angle;
|
||||
this.sprite.anchor.set(0.5, 0.5);
|
||||
this.sprite.scale.set(64 / this.sprite.width);
|
||||
this.addChild(this.sprite);
|
||||
this.add(this.sprite);
|
||||
|
||||
// Add stasis effect
|
||||
this.stasis = new Phaser.Image(this.game, 0, 0, "battle-arena-stasis");
|
||||
this.stasis.anchor.set(0.5, 0.5);
|
||||
this.stasis.visible = false;
|
||||
this.addChild(this.stasis);
|
||||
this.add(this.stasis);
|
||||
|
||||
// Add target effect
|
||||
this.target = new Phaser.Image(this.game, 0, 0, "battle-arena-target");
|
||||
this.target.anchor.set(0.5, 0.5);
|
||||
this.target.visible = false;
|
||||
this.addChild(this.target);
|
||||
this.add(this.target);
|
||||
|
||||
// Add playing effect
|
||||
this.frame = new Phaser.Image(this.game, 0, 0, `battle-arena-ship-normal-${this.enemy ? "enemy" : "own"}`, 0);
|
||||
this.frame.anchor.set(0.5, 0.5);
|
||||
this.addChild(this.frame);
|
||||
this.add(this.frame);
|
||||
|
||||
// Add hover effect
|
||||
this.hover = new Phaser.Image(this.game, 0, 0, "battle-arena-ship-hover", 0);
|
||||
this.hover.anchor.set(0.5, 0.5);
|
||||
this.hover.visible = false;
|
||||
this.addChild(this.hover);
|
||||
// Hover informations
|
||||
this.info = new Phaser.Group(this.game);
|
||||
this.info_hull = new ValueBar(this.game, -59, -47, "battle-arena-ship-hull-base", true);
|
||||
this.info_hull.setBarImage("battle-arena-ship-hull-full", 3);
|
||||
this.info_hull.setValue(this.ship.getValue("hull"), this.ship.getAttribute("hull_capacity"));
|
||||
this.info.add(this.info_hull);
|
||||
this.info_shield = new ValueBar(this.game, 40, -47, "battle-arena-ship-shield-base", true);
|
||||
this.info_shield.setBarImage("battle-arena-ship-shield-full", 3);
|
||||
this.info_shield.setValue(this.ship.getValue("shield"), this.ship.getAttribute("shield_capacity"));
|
||||
this.info.add(this.info_shield);
|
||||
this.info.visible = false;
|
||||
this.add(this.info);
|
||||
|
||||
// Effects display
|
||||
this.effects = new Phaser.Group(this.game);
|
||||
this.addChild(this.effects);
|
||||
this.add(this.effects);
|
||||
|
||||
// Handle input on ship sprite
|
||||
UITools.setHoverClick(this.sprite,
|
||||
|
@ -81,12 +90,13 @@ module TS.SpaceTac.UI {
|
|||
this.position.set(ship.arena_x, ship.arena_y);
|
||||
}
|
||||
|
||||
// Set the hovered state on this ship
|
||||
// This will toggle the hover effect
|
||||
/**
|
||||
* Set the hovered state on this ship
|
||||
*
|
||||
* This will show the information HUD accordingly
|
||||
*/
|
||||
setHovered(hovered: boolean) {
|
||||
if (!this.target.visible) {
|
||||
this.battleview.animations.setVisible(this.hover, hovered, 200);
|
||||
}
|
||||
this.battleview.animations.setVisible(this.info, hovered, 200);
|
||||
}
|
||||
|
||||
// Set the playing state on this ship
|
||||
|
@ -101,9 +111,6 @@ module TS.SpaceTac.UI {
|
|||
* This will toggle the visibility of target indicator
|
||||
*/
|
||||
setTargetted(targetted: boolean): void {
|
||||
if (targetted) {
|
||||
this.battleview.animations.setVisible(this.hover, false, 1);
|
||||
}
|
||||
this.target.visible = targetted;
|
||||
}
|
||||
|
||||
|
@ -141,7 +148,7 @@ 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 * 0.8);
|
||||
this.effects.position.set(-this.effects.width / 2, this.sprite.height * 0.7);
|
||||
|
||||
this.game.tweens.removeFrom(this.effects);
|
||||
this.effects.alpha = 1;
|
||||
|
@ -156,6 +163,12 @@ module TS.SpaceTac.UI {
|
|||
let diff = event.diff;
|
||||
let name = event.value.name;
|
||||
this.displayEffect(`${name} ${diff < 0 ? "-" : "+"}${Math.abs(diff)}`, diff >= 0);
|
||||
|
||||
if (name == "hull") {
|
||||
this.info_hull.setValue(event.value.get(), this.ship.getAttribute("hull_capacity"));
|
||||
} else if (name == "shield") {
|
||||
this.info_shield.setValue(event.value.get(), this.ship.getAttribute("shield_capacity"));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -28,6 +28,7 @@ module TS.SpaceTac.UI {
|
|||
|
||||
this.info_button = new Phaser.Button(this.game, 0, 0, "battle-shiplist-info-button");
|
||||
this.info_button.position.set(0, this.height - this.info_button.height);
|
||||
UITools.setHoverClick(this.info_button, () => this.battleview.arena.setHUDMode(true), () => this.battleview.arena.setHUDMode(false), () => null);
|
||||
this.addChild(this.info_button);
|
||||
|
||||
battleview.layer_borders.add(this);
|
||||
|
|