module TS.SpaceTac.UI { // Ship sprite in the arena (BattleView) export class ArenaShip extends Phaser.Group { // Link to the view arena: Arena battleview: BattleView // Link to displayed ship ship: Ship // Boolean to indicate if it is an enemy ship enemy: boolean // Ship sprite sprite: Phaser.Image // Statis effect stasis: Phaser.Image // HSP display hsp: Phaser.Image hull_bar: ValueBar hull_text: Phaser.Text shield_bar: ValueBar shield_text: Phaser.Text power_text: Phaser.Text toggle_hsp: Toggle // Play order play_order: Phaser.Text toggle_play_order: Toggle // Frame to indicate the owner of the ship, and if it is playing frame: Phaser.Image // Effects display active_effects: ActiveEffectsEvent active_effects_display: Phaser.Group effects_radius: Phaser.Graphics effects_messages: Phaser.Group effects_messages_toggle: Toggle // Create a ship sprite usable in the Arena constructor(parent: Arena, ship: Ship) { super(parent.game); this.arena = parent; this.battleview = parent.view; this.ship = ship; this.enemy = this.ship.getPlayer() != this.battleview.player; // Add effects radius this.effects_radius = new Phaser.Graphics(this.game); this.add(this.effects_radius); // Add frame indicating which side this ship is on this.frame = this.battleview.newImage(this.enemy ? "battle-hud-ship-enemy" : "battle-hud-ship-own"); this.frame.anchor.set(0.5, 0.5); this.add(this.frame); this.setPlaying(false); // Add ship sprite this.sprite = this.battleview.newImage(`ship-${ship.model.code}-sprite`) this.sprite.rotation = ship.arena_angle; this.sprite.anchor.set(0.5, 0.5); this.sprite.scale.set(0.4); this.add(this.sprite); // Add stasis effect this.stasis = this.battleview.newImage("battle-hud-ship-stasis"); this.stasis.anchor.set(0.5, 0.5); this.stasis.visible = false; this.add(this.stasis); // HSP display this.hsp = this.battleview.newImage("battle-hud-ship-hsp", -50, 28); this.add(this.hsp); this.hull_bar = new ValueBar(this.battleview, "battle-hud-ship-hull", ValueBarOrientation.WEST, 48, 15); this.hull_bar.setValue(this.ship.getValue("hull"), this.ship.getAttribute("hull_capacity")); this.hsp.addChild(this.hull_bar.node); this.shield_bar = new ValueBar(this.battleview, "battle-hud-ship-shield", ValueBarOrientation.EAST, 53, 15); this.shield_bar.setValue(this.ship.getValue("shield"), this.ship.getAttribute("shield_capacity")); this.hsp.addChild(this.shield_bar.node); this.hull_text = new Phaser.Text(this.game, 0, 20, `${this.ship.getValue("hull")}`, { align: "left", font: "12pt SpaceTac", fill: "#eb4e4a" }); this.hull_text.setShadow(1, 1, "#000000"); this.hull_text.anchor.set(0, 1); this.hsp.addChild(this.hull_text); this.shield_text = new Phaser.Text(this.game, 104, 20, `${this.ship.getValue("shield")}`, { align: "right", font: "12pt SpaceTac", fill: "#2ad8dc" }); this.shield_text.setShadow(1, 1, "#000000"); this.shield_text.anchor.set(1, 1); this.hsp.addChild(this.shield_text); this.power_text = new Phaser.Text(this.game, 51, 10, `${this.ship.getValue("power")}`, { align: "center", font: "10pt SpaceTac", fill: "#ffdd4b" }); this.power_text.setShadow(1, 1, "#000000"); this.power_text.anchor.set(0.5, 0.5); this.hsp.addChild(this.power_text); this.toggle_hsp = this.battleview.animations.newVisibilityToggle(this.hsp, 200, false); // Play order display let play_order_bg = this.battleview.newImage("battle-hud-ship-play-order", -44, 0); play_order_bg.anchor.set(0.5, 0.5); this.play_order = new Phaser.Text(this.game, -2, 3, "", { font: "bold 12pt SpaceTac", fill: "#d1d1d1" }); this.play_order.setShadow(1, 1, "#000000"); this.play_order.anchor.set(0.5, 0.5); play_order_bg.addChild(this.play_order); this.toggle_play_order = this.battleview.animations.newVisibilityToggle(play_order_bg, 200, false); this.add(play_order_bg); // Effects display this.active_effects = new ActiveEffectsEvent(ship); this.active_effects_display = new Phaser.Group(this.game); this.active_effects_display.position.set(0, -44); this.add(this.active_effects_display); this.effects_messages = new Phaser.Group(this.game); this.add(this.effects_messages); this.effects_messages_toggle = this.battleview.animations.newVisibilityToggle(this.effects_messages, 500, false); this.updateActiveEffects(); this.updateEffectsRadius(); // Set location if (this.battleview.battle.turn == 1 && ship.alive && ship.fleet.player === this.battleview.player) { this.position.set(ship.arena_x - 500 * Math.cos(ship.arena_angle), ship.arena_y - 500 * Math.sin(ship.arena_angle)); this.moveTo(ship.arena_x, ship.arena_y, ship.arena_angle); } else { this.moveTo(ship.arena_x, ship.arena_y, ship.arena_angle, false); } // Log processing this.battleview.log_processor.register(event => this.processLogEvent(event)); this.battleview.log_processor.registerForShip(ship, event => this.processShipLogEvent(event)); } /** * Process a battle log event */ private processLogEvent(event: BaseBattleEvent): number { if (event instanceof ShipChangeEvent) { if (event.new_ship === this.ship) { this.play_order.text = "-"; } else { this.play_order.text = this.battleview.battle.getTurnsBefore(this.ship).toString(); } } return 0; } /** * Process a log event for this ship */ private processShipLogEvent(event: BaseLogShipEvent): number { if (event instanceof ActiveEffectsEvent) { this.active_effects = event; this.updateActiveEffects(); return 0; } else if (event instanceof ValueChangeEvent) { if (event.value.name == "hull") { this.toggle_hsp.manipulate("value")(1500); this.hull_bar.setValue(event.value.get(), event.value.getMaximal() || 0); this.hull_text.text = `${event.value.get()}`; return 0; } else if (event.value.name == "shield") { this.toggle_hsp.manipulate("value")(1500); this.shield_bar.setValue(event.value.get(), event.value.getMaximal() || 0); this.shield_text.text = `${event.value.get()}`; if (event.value.get() == 0) { this.displayEffect("Shield failure", false); } return 0; } else if (event.value.name == "power") { this.toggle_hsp.manipulate("value")(1500); this.power_text.text = `${event.value.get()}`; return 0; } else { this.displayValueChanged(event); return 0; } } else if (event instanceof DamageEvent) { this.displayEffect(`${event.hull + event.shield} damage`, false); return 0; } else if (event instanceof ToggleEvent) { if (event.action.equipment) { let equname = event.action.equipment.name; if (event.activated) { this.displayEffect(`${equname} ON`, true); } else { this.displayEffect(`${equname} OFF`, false); } this.updateEffectsRadius(); } return 0; } else if (event instanceof MoveEvent && !event.initial) { this.moveTo(event.start.x, event.start.y, event.start.angle, false); let duration = this.moveTo(event.end.x, event.end.y, event.end.angle, true, !!event.engine); return duration; } else { return 0; } } /** * Set the hovered state on this ship * * This will show the information HUD accordingly */ setHovered(hovered: boolean, tactical: boolean) { let client = tactical ? "tactical" : "hover"; if (hovered && this.ship.alive) { this.toggle_hsp.manipulate(client)(true); if (tactical) { this.toggle_play_order.manipulate(client)(true); } } else { this.toggle_hsp.manipulate(client)(false); this.toggle_play_order.manipulate(client)(false); } } /** * Set the playing state on this ship * * This will alter the HUD frame to show this state */ setPlaying(playing: boolean) { this.frame.alpha = playing ? 1 : 0.35; this.frame.visible = this.ship.alive; } /** * Activate the dead effect (stasis) */ setDead(dead = true) { if (dead) { this.displayEffect("stasis", false); } this.setPlaying(false); this.battleview.animations.setVisible(this.stasis, dead, 400); this.alpha = dead ? 0.3 : 1; } /** * Check if the ship is dead */ isDead(): boolean { return this.stasis.visible; } /** * Get a ship value */ getValue(value: keyof ShipValues): number { switch (value) { case "hull": return this.hull_bar.getValue(); case "shield": return this.shield_bar.getValue(); default: return 0; } } /** * Move the sprite to a location * * Return the duration of animation */ moveTo(x: number, y: number, facing_angle: number, animate = true, engine = true): number { if (animate) { let animation = engine ? Animations.moveInSpace : Animations.moveTo; let duration = animation(this, x, y, facing_angle, this.sprite); return duration; } else { this.x = x; this.y = y; this.sprite.rotation = facing_angle; return 0; } } /** * Briefly show an effect on this ship */ displayEffect(message: string, beneficial: boolean) { if (!this.effects_messages.visible) { this.effects_messages.removeAll(true); } let text = new Phaser.Text(this.game, 0, 20 * this.effects_messages.children.length, message, { font: "14pt SpaceTac", fill: beneficial ? "#afe9c6" : "#e9afaf" }); this.effects_messages.addChild(text); let arena = this.battleview.arena.getBoundaries(); this.effects_messages.position.set( (this.ship.arena_x < 100) ? -35 : ((this.ship.arena_x > arena.width - 100) ? (35 - this.effects_messages.width) : (-this.effects_messages.width * 0.5)), (this.ship.arena_y < arena.height * 0.9) ? 50 : (-50 - this.effects_messages.height) ); this.effects_messages_toggle.manipulate("added")(1000); } /** * Display interesting changes in ship values */ displayValueChanged(event: ValueChangeEvent) { let diff = event.diff; let name = event.value.name; this.displayEffect(`${name} ${diff < 0 ? "-" : "+"}${Math.abs(diff)}`, diff >= 0); } /** * Update the list of effects active on the ship */ updateActiveEffects() { this.active_effects_display.removeAll(); let effects = this.active_effects.sticky.map(sticky => sticky.base).concat(this.active_effects.area); let count = effects.length; if (count) { let positions = UITools.evenlySpace(70, 17, count); effects.forEach((effect, index) => { let name = effect.isBeneficial() ? "battle-hud-ship-effect-good" : "battle-hud-ship-effect-bad"; let dot = this.battleview.newImage(name, positions[index] - 35, 0); dot.anchor.set(0.5, 0.5); this.active_effects_display.add(dot); }); } } /** * Update the activated effects radius */ updateEffectsRadius(): void { this.effects_radius.clear(); this.ship.getAvailableActions().forEach(action => { if (action instanceof ToggleAction && action.activated) { this.effects_radius.lineStyle(2, 0xe9f2f9, 0.3); this.effects_radius.beginFill(0xe9f2f9, 0.0); this.effects_radius.drawCircle(0, 0, action.radius * 2); this.effects_radius.endFill(); } }); } } }