module SpaceTac.View { "use strict"; // One item in a ship list (used in BattleView) export class ShipListItem extends Phaser.Button { // Reference to the ship game object ship: Game.Ship; // Hull display hull: ValueBar; // Shield display shield: ValueBar; // Action points display ap: ValueBar; // Portrait layer_portrait: Phaser.Image; // Hover indicator layer_hover: Phaser.Image; // Playing indicator layer_playing: Phaser.Image; // Non-playing indicator layer_normal: Phaser.Image; // Enemy indicator layer_enemy: Phaser.Image; // Active effects group active_effects: Phaser.Group; // Create a ship button for the battle ship list constructor(list: ShipList, x: number, y: number, ship: Game.Ship, owned: boolean) { this.ship = ship; super(list.battleview.game, x, y, "battle-shiplist-base"); this.input.useHandCursor = true; this.onInputOver.add(() => { list.battleview.cursorOnShip(ship); }); this.onInputOut.add(() => { list.battleview.cursorOffShip(ship); }); this.layer_playing = new Phaser.Image(this.game, 0, 0, "battle-shiplist-playing", 0); this.layer_playing.alpha = 0; this.addChild(this.layer_playing); this.layer_portrait = new Phaser.Image(this.game, 14, 15, "ship-scout-portrait", 0); this.addChild(this.layer_portrait); this.layer_normal = new Phaser.Image(this.game, 0, 0, "battle-shiplist-normal", 0); this.addChild(this.layer_normal); this.layer_enemy = new Phaser.Image(this.game, 0, 0, owned ? "battle-shiplist-own" : "battle-shiplist-enemy", 0); this.addChild(this.layer_enemy); this.layer_hover = new Phaser.Image(this.game, 14, 14, "battle-arena-shipspritehover", 0); this.layer_hover.visible = false; this.addChild(this.layer_hover); this.hull = ValueBar.newStyled(list.battleview.game, "battle-shiplist-hull", 76, 26); this.addChild(this.hull); this.shield = ValueBar.newStyled(list.battleview.game, "battle-shiplist-shield", 76, 44); this.addChild(this.shield); this.active_effects = new Phaser.Group(this.game); this.addChild(this.active_effects); this.updateAttributes(); this.updateEffects(); } // Update attributes from associated ship updateAttributes() { this.attributeChanged(this.ship.hull); this.attributeChanged(this.ship.shield); } // Update effects applied on the ship updateEffects() { this.active_effects.removeAll(true); this.ship.temporary_effects.forEach((effect: Game.TemporaryEffect) => { var icon = new EffectDisplay(this.game, effect); this.active_effects.addChild(icon); }); } // Called when an attribute for this ship changed through the battle log attributeChanged(attribute: Game.Attribute): void { if (attribute.code === Game.AttributeCode.Hull) { this.hull.setValue(attribute.current, attribute.maximal); } else if (attribute.code === Game.AttributeCode.Shield) { this.shield.setValue(attribute.current, attribute.maximal); } } // Set the playing status setPlaying(playing: boolean) { Animation.setVisibility(this.game, this.layer_playing, playing, 500); Animation.setVisibility(this.game, this.layer_normal, !playing, 500); } // Set the hovered status setHovered(hovered: boolean) { Animation.setVisibility(this.game, this.layer_hover, hovered, 200); } } }