module SpaceTac.View { "use strict"; // Icon to activate a ship capability (move, fire...) export class ActionIcon extends Phaser.Button { // Link to the parent bar bar: ActionBar; // Link to the parent battle view battleview: BattleView; // Related ship ship: Game.Ship; // Related game action action: Game.BaseAction; // True if the action can be used active: boolean; // True if an action is currently selected, and this one won't be available after its use fading: boolean; // Current targetting private targetting: Targetting; // Action icon - image representing the action private layer_icon: Phaser.Image; // Layer applied when the action is active private layer_active: Phaser.Image; // Layer applied when the action will become unavailable if another action is played private layer_fading: Phaser.Image; // Create an icon for a single ship action constructor(bar: ActionBar, x: number, y: number, ship: Game.Ship, action: Game.BaseAction) { super(bar.game, x, y, "battle-action-inactive"); this.bar = bar; this.battleview = bar.battleview; this.ship = ship; this.action = action; bar.addChild(this); // Active layer this.active = false; this.layer_active = new Phaser.Image(this.game, 0, 0, "battle-action-active", 0); this.layer_active.visible = false; this.addChild(this.layer_active); // Icon layer this.layer_icon = new Phaser.Image(this.game, 15, 18, "battle-actions-" + action.code, 0); this.addChild(this.layer_icon); // Fading layer this.fading = false; this.layer_fading = new Phaser.Image(this.game, 0, 0, "battle-action-fading", 0); this.layer_fading.visible = false; this.addChild(this.layer_fading); // Click process this.onInputUp.add(() => { this.processClick(); }); // Information on hover this.onInputOver.add(() => { this.bar.tooltip.setAction(this); this.battleview.arena.range_hint.setSecondary(this.ship, this.action); }); this.onInputOut.add(() => { this.bar.tooltip.setAction(null); this.battleview.arena.range_hint.clearSecondary(); }); // Initialize this.updateActiveStatus(); } // Process a click event on the action icon processClick(): void { if (!this.action.canBeUsed(this.battleview.battle, this.ship)) { return; } console.log("Action started", this.action); // End any previously selected action 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)); // Set the lighting color to highlight if (this.game.renderType !== Phaser.HEADLESS) { // Tint doesn't work in headless renderer this.layer_active.tint = 0xFFD060; } if (this.action.needs_target) { // Switch to targetting mode (will apply action when a target is selected) this.targetting = this.battleview.enterTargettingMode(); this.targetting.setSource(this.battleview.arena.findShipSprite(this.ship)); this.targetting.targetSelected.add(this.processSelection, this); this.targetting.targetHovered.add(this.processHover, this); } else { // No target needed, apply action immediately this.processSelection(null); } } // Called when a target is hovered // This will check the target against current action and adjust it if needed processHover(target: Game.Target): void { target = this.action.checkTarget(this.battleview.battle, this.ship, target); this.targetting.setTarget(target, false, this.action.getBlastRadius(this.ship)); this.bar.updateFadings(this.action.getActionPointsUsage(this.battleview.battle, this.ship, target)); } // Called when a target is selected processSelection(target: Game.Target): void { console.log("Action target", this.action, target); if (this.action.apply(this.battleview.battle, this.ship, target)) { this.bar.actionEnded(); } } // Called to clear the current state resetState(): void { if (this.targetting) { this.targetting = null; } 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 updateActiveStatus(): void { this.active = this.action.canBeUsed(this.battleview.battle, this.ship); Animation.setVisibility(this.game, this.layer_active, this.active, 500); this.game.tweens.create(this.layer_icon).to({alpha: this.active ? 1 : 0.3}, 500).start(); this.input.useHandCursor = this.active; } // Update the fading status, given an hypothetical remaining AP updateFadingStatus(remaining_ap: number): void { this.fading = !this.action.canBeUsed(this.battleview.battle, this.ship, remaining_ap); Animation.setVisibility(this.game, this.layer_fading, this.fading && this.active, 200); } } }