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arena: Migrated some images to sheets

This commit is contained in:
Michaël Lemaire 2017-06-20 17:42:39 +02:00
parent 13291e7d5f
commit d3e422fff6
20 changed files with 21 additions and 33 deletions

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@ -36,20 +36,10 @@ module TS.SpaceTac.UI {
this.loadSheet("battle/actionbar/button-menu.png", 79, 132); this.loadSheet("battle/actionbar/button-menu.png", 79, 132);
this.loadImage("battle/arena/background.png"); this.loadImage("battle/arena/background.png");
this.loadImage("battle/arena/ap-indicator.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/ship-effect-good.png");
this.loadImage("battle/arena/ship-effect-bad.png");
this.loadImage("battle/arena/ship-power.png");
this.loadImage("battle/arena/stasis.png");
this.loadImage("battle/arena/target.png");
this.loadImage("battle/arena/blast.png"); this.loadImage("battle/arena/blast.png");
this.loadSheet("battle/arena/gauges.png", 19, 93);
this.loadSheet("battle/arena/small-indicators.png", 10, 10);
this.loadSheet("battle/arena/ship-frames.png", 70, 70);
this.loadImage("battle/shiplist/background.png"); this.loadImage("battle/shiplist/background.png");
this.loadImage("battle/shiplist/item-background.png"); this.loadImage("battle/shiplist/item-background.png");
this.loadImage("battle/shiplist/damage.png"); this.loadImage("battle/shiplist/damage.png");

View file

@ -57,30 +57,28 @@ module TS.SpaceTac.UI {
this.add(this.sprite); this.add(this.sprite);
// Add stasis effect // Add stasis effect
this.stasis = new Phaser.Image(this.game, 0, 0, "battle-arena-stasis"); this.stasis = new Phaser.Image(this.game, 0, 0, "battle-arena-ship-frames", 2);
this.stasis.anchor.set(0.5, 0.5); this.stasis.anchor.set(0.5, 0.5);
this.stasis.visible = false; this.stasis.visible = false;
this.add(this.stasis); this.add(this.stasis);
// Add target effect // Add target effect
this.target = new Phaser.Image(this.game, 0, 0, "battle-arena-target"); this.target = new Phaser.Image(this.game, 0, 0, "battle-arena-ship-frames", 5);
this.target.anchor.set(0.5, 0.5); this.target.anchor.set(0.5, 0.5);
this.target.visible = false; this.target.visible = false;
this.add(this.target); this.add(this.target);
// Add playing effect // Add playing effect
this.frame = new Phaser.Image(this.game, 0, 0, `battle-arena-ship-normal-${this.enemy ? "enemy" : "own"}`, 0); this.frame = new Phaser.Image(this.game, 0, 0, "battle-arena-ship-frames", this.enemy ? 0 : 1);
this.frame.anchor.set(0.5, 0.5); this.frame.anchor.set(0.5, 0.5);
this.add(this.frame); this.add(this.frame);
// HSP display // HSP display
this.hull = new ValueBar(this.game, -59, -47, "battle-arena-ship-hull-base", true); this.hull = ValueBar.newStyled(this.game, "battle-arena-gauges", -59, -47, true, 0);
this.hull.setBarImage("battle-arena-ship-hull-full", 3);
this.hull.setValue(this.ship.getValue("hull"), this.ship.getAttribute("hull_capacity")); this.hull.setValue(this.ship.getValue("hull"), this.ship.getAttribute("hull_capacity"));
this.toggle_hull = this.battleview.animations.newVisibilityToggle(this.hull, 200, false); this.toggle_hull = this.battleview.animations.newVisibilityToggle(this.hull, 200, false);
this.add(this.hull); this.add(this.hull);
this.shield = new ValueBar(this.game, 40, -47, "battle-arena-ship-shield-base", true); this.shield = ValueBar.newStyled(this.game, "battle-arena-gauges", 40, -47, true, 2);
this.shield.setBarImage("battle-arena-ship-shield-full", 3);
this.shield.setValue(this.ship.getValue("shield"), this.ship.getAttribute("shield_capacity")); this.shield.setValue(this.ship.getValue("shield"), this.ship.getAttribute("shield_capacity"));
this.toggle_shield = this.battleview.animations.newVisibilityToggle(this.shield, 200, false); this.toggle_shield = this.battleview.animations.newVisibilityToggle(this.shield, 200, false);
this.add(this.shield); this.add(this.shield);
@ -201,7 +199,7 @@ module TS.SpaceTac.UI {
// Set the playing state on this ship // Set the playing state on this ship
// This will toggle the "playing" indicator // This will toggle the "playing" indicator
setPlaying(playing: boolean) { setPlaying(playing: boolean) {
this.frame.loadTexture(`battle-arena-ship-${playing ? "playing" : "normal"}-${this.enemy ? "enemy" : "own"}`); this.frame.frame = (playing ? 3 : 0) + (this.enemy ? 0 : 1);
} }
/** /**
@ -282,7 +280,7 @@ module TS.SpaceTac.UI {
let positions = UITools.evenlySpace(70, 10, count); let positions = UITools.evenlySpace(70, 10, count);
effects.forEach((effect, index) => { effects.forEach((effect, index) => {
let dot = new Phaser.Image(this.game, positions[index] - 40, -47, `battle-arena-ship-effect-${effect.isBeneficial() ? "good" : "bad"}`); let dot = new Phaser.Image(this.game, positions[index] - 40, -47, "battle-arena-small-indicators", effect.isBeneficial() ? 1 : 0);
this.active_effects_display.add(dot); this.active_effects_display.add(dot);
}); });
} }
@ -297,7 +295,7 @@ module TS.SpaceTac.UI {
if (power) { if (power) {
let positions = UITools.evenlySpace(70, 10, power); let positions = UITools.evenlySpace(70, 10, power);
range(power).forEach(index => { range(power).forEach(index => {
let dot = new Phaser.Image(this.game, positions[index] - 40, 40, "battle-arena-ship-power"); let dot = new Phaser.Image(this.game, positions[index] - 40, 40, "battle-arena-small-indicators", 2);
this.power.add(dot); this.power.add(dot);
}); });
} }

View file

@ -26,7 +26,7 @@ module TS.SpaceTac.UI {
this.ship = ship; this.ship = ship;
this.player_indicator = new Phaser.Image(this.game, 42, 52, owned ? "battle-arena-ship-normal-own" : "battle-arena-ship-normal-enemy"); this.player_indicator = new Phaser.Image(this.game, 42, 52, "battle-arena-ship-frames", owned ? 1 : 0);
this.player_indicator.anchor.set(0.5, 0.5); this.player_indicator.anchor.set(0.5, 0.5);
this.player_indicator.angle = 90; this.player_indicator.angle = 90;
this.addChild(this.player_indicator); this.addChild(this.player_indicator);

View file

@ -1,6 +1,6 @@
module TS.SpaceTac.UI { module TS.SpaceTac.UI {
// Bar to display a value (like a progress bar) // Bar to display a value (like a progress bar)
export class ValueBar extends Phaser.Sprite { export class ValueBar extends Phaser.Image {
// Vertical orientation // Vertical orientation
vertical: boolean; vertical: boolean;
@ -14,7 +14,7 @@ module TS.SpaceTac.UI {
private proportional: number; private proportional: number;
// Sprite of internal bar (inside the background sprite) // Sprite of internal bar (inside the background sprite)
private bar_sprite: Phaser.Sprite; private bar_sprite: Phaser.Image;
private bar_sprite_rect: Phaser.Rectangle; private bar_sprite_rect: Phaser.Rectangle;
private bar_sprite_offset: number; private bar_sprite_offset: number;
@ -26,16 +26,16 @@ module TS.SpaceTac.UI {
} }
// Create a quick styled bar // Create a quick styled bar
static newStyled(game: Phaser.Game, base_key: string, x: number, y: number, vertical: boolean = false): ValueBar { static newStyled(game: Phaser.Game, base_key: string, x: number, y: number, vertical = false, frame = 0): ValueBar {
var result = new ValueBar(game, x, y, base_key + "-empty", vertical); var result = new ValueBar(game, x, y, base_key, vertical, frame);
result.setBarImage(base_key + "-full"); result.setBarImage(base_key, 0, 0, frame + 1);
return result; return result;
} }
// Build an value bar sprite // Build an value bar sprite
// background is the key to the image to use as background // background is the key to the image to use as background
constructor(game: Phaser.Game, x: number, y: number, background: string, vertical: boolean = false) { constructor(game: Phaser.Game, x: number, y: number, background: string, vertical = false, frame = 0) {
super(game, x, y, background); super(game, x, y, background, frame);
this.vertical = vertical; this.vertical = vertical;
@ -43,8 +43,8 @@ module TS.SpaceTac.UI {
} }
// Set an image to use for the bar // Set an image to use for the bar
setBarImage(key: string, offset_x: number = 0, offset_y: number = 0): void { setBarImage(key: string, offset_x = 0, offset_y = 0, frame = 0): void {
this.bar_sprite = new Phaser.Sprite(this.game, offset_x, offset_y, key); this.bar_sprite = new Phaser.Image(this.game, offset_x, offset_y, key, frame);
this.bar_sprite_rect = new Phaser.Rectangle(0, 0, this.bar_sprite.width, this.bar_sprite.height); this.bar_sprite_rect = new Phaser.Rectangle(0, 0, this.bar_sprite.width, this.bar_sprite.height);
this.bar_sprite_offset = this.vertical ? offset_y : offset_x; this.bar_sprite_offset = this.vertical ? offset_y : offset_x;
this.addChild(this.bar_sprite); this.addChild(this.bar_sprite);