473 lines
18 KiB
TypeScript
473 lines
18 KiB
TypeScript
module TK.SpaceTac.UI {
|
|
/**
|
|
* Ship sprite in the arena, with corresponding HUD
|
|
*/
|
|
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
|
|
|
|
// Stasis effect
|
|
stasis: Phaser.Image
|
|
|
|
// HSP display
|
|
hsp: Phaser.Image
|
|
power_text: Phaser.Text
|
|
life_hull: UIGroup
|
|
life_shield: UIGroup
|
|
life_evasion: UIGroup
|
|
toggle_hsp: Toggle
|
|
|
|
// Play order
|
|
play_order: Phaser.Text
|
|
toggle_play_order: Toggle
|
|
|
|
// Frames to indicate the owner, if the ship is hovered, and if it is hovered
|
|
frame_owner: UIImage
|
|
frame_hover: UIImage
|
|
|
|
// Effects display
|
|
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;
|
|
let builder = new UIBuilder(parent.view).in(this);
|
|
|
|
this.ship = ship;
|
|
this.enemy = !this.battleview.player.is(this.ship.fleet.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_owner = builder.image(this.enemy ? "battle-hud-ship-enemy" : "battle-hud-ship-own", 0, 0, true);
|
|
this.setPlaying(false);
|
|
this.frame_hover = builder.image("battle-hud-ship-hover", 0, 0, true);
|
|
this.frame_hover.visible = false;
|
|
|
|
// Add ship sprite
|
|
this.sprite = builder.image(`ship-${ship.model.code}-sprite`, 0, 0, true);
|
|
this.sprite.rotation = ship.arena_angle;
|
|
|
|
// Add stasis effect
|
|
this.stasis = builder.image("battle-hud-ship-stasis", 0, 0, true);
|
|
this.stasis.alpha = 0.9;
|
|
this.stasis.visible = !ship.alive;
|
|
|
|
// HSP display
|
|
this.hsp = builder.image("battle-hud-hsp-background", 0, 34, true);
|
|
this.power_text = builder.in(this.hsp).text(`${ship.getValue("power")}`, -42, 2,
|
|
{ size: 13, color: "#ffdd4b", bold: true, shadow: true, center: true });
|
|
this.life_hull = builder.in(this.hsp).group("hull");
|
|
this.life_shield = builder.in(this.hsp).group("shield");
|
|
this.life_evasion = builder.in(this.hsp).group("evasion");
|
|
this.toggle_hsp = this.battleview.animations.newVisibilityToggle(this.hsp, 200, false);
|
|
|
|
// Play order display
|
|
let play_order = builder.image("battle-hud-ship-play-order", -44, 0, true)
|
|
this.play_order = builder.in(play_order).text("", -2, 3, { size: 12, bold: true, color: "#d1d1d1", shadow: true, center: true });
|
|
this.toggle_play_order = this.battleview.animations.newVisibilityToggle(play_order, 200, false);
|
|
|
|
// Effects display
|
|
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.updatePlayOrder();
|
|
this.updateHull(this.ship.getValue("hull"));
|
|
this.updateShield(this.ship.getValue("shield"));
|
|
this.updateEvasion(this.ship.getAttribute("evasion"));
|
|
this.updateActiveEffects();
|
|
this.updateEffectsRadius();
|
|
|
|
// Set location
|
|
if (this.battleview.battle.cycle == 1 && this.battleview.battle.play_index == 0 && ship.alive && this.battleview.player.is(ship.fleet.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(diff => this.processBattleDiff(diff));
|
|
this.battleview.log_processor.registerForShip(ship, diff => this.processShipDiff(diff));
|
|
}
|
|
|
|
jasmineToString(): string {
|
|
return `ArenaShip ${this.ship.jasmineToString()}`;
|
|
}
|
|
|
|
/**
|
|
* Process a battle diff
|
|
*/
|
|
private processBattleDiff(diff: BaseBattleDiff) {
|
|
if (diff instanceof ShipChangeDiff) {
|
|
this.updatePlayOrder();
|
|
}
|
|
return {};
|
|
}
|
|
|
|
/**
|
|
* Process a ship diff
|
|
*/
|
|
private processShipDiff(diff: BaseBattleShipDiff): LogProcessorDelegate {
|
|
if (diff instanceof ShipEffectAddedDiff || diff instanceof ShipEffectRemovedDiff) {
|
|
return {
|
|
background: async () => this.updateActiveEffects()
|
|
}
|
|
} else if (diff instanceof ShipValueDiff) {
|
|
return {
|
|
background: async (animate, timer) => {
|
|
if (animate) {
|
|
this.toggle_hsp.manipulate("value")(true);
|
|
}
|
|
|
|
if (diff.code == "hull") {
|
|
if (animate) {
|
|
this.updateHull(this.ship.getValue("hull") - diff.diff, diff.diff);
|
|
await timer.sleep(1000);
|
|
this.updateHull(this.ship.getValue("hull"));
|
|
await timer.sleep(500);
|
|
} else {
|
|
this.updateHull(this.ship.getValue("hull"));
|
|
}
|
|
} else if (diff.code == "shield") {
|
|
if (animate) {
|
|
this.updateShield(this.ship.getValue("shield") - diff.diff, diff.diff);
|
|
await timer.sleep(1000);
|
|
this.updateShield(this.ship.getValue("shield"));
|
|
await timer.sleep(500);
|
|
} else {
|
|
this.updateShield(this.ship.getValue("shield"));
|
|
}
|
|
} else if (diff.code == "power") {
|
|
this.power_text.text = `${this.ship.getValue("power")}`;
|
|
if (animate) {
|
|
await this.battleview.animations.blink(this.power_text);
|
|
}
|
|
}
|
|
|
|
if (animate) {
|
|
await timer.sleep(500);
|
|
this.toggle_hsp.manipulate("value")(false);
|
|
}
|
|
}
|
|
}
|
|
} else if (diff instanceof ShipAttributeDiff) {
|
|
return {
|
|
background: async (animate, timer) => {
|
|
if (animate) {
|
|
this.displayAttributeChanged(diff);
|
|
if (diff.code == "evasion") {
|
|
// TODO diff
|
|
this.updateEvasion(this.ship.getAttribute("evasion"));
|
|
this.toggle_hsp.manipulate("attribute")(2000);
|
|
}
|
|
await timer.sleep(2000);
|
|
}
|
|
}
|
|
}
|
|
} else if (diff instanceof ShipDamageDiff) {
|
|
return {
|
|
background: async (animate, timer) => {
|
|
if (animate) {
|
|
await this.displayEffect(`${diff.theoretical} damage`, false);
|
|
await timer.sleep(1000);
|
|
}
|
|
}
|
|
}
|
|
} else if (diff instanceof ShipActionToggleDiff) {
|
|
return {
|
|
foreground: async (animate, timer) => {
|
|
let action = this.ship.actions.getById(diff.action);
|
|
if (action) {
|
|
if (animate) {
|
|
if (diff.activated) {
|
|
await this.displayEffect(`${action.name} ON`, true);
|
|
} else {
|
|
await this.displayEffect(`${action.name} OFF`, false);
|
|
}
|
|
}
|
|
|
|
this.updateEffectsRadius();
|
|
await timer.sleep(500);
|
|
}
|
|
}
|
|
}
|
|
} else if (diff instanceof ShipActionUsedDiff) {
|
|
let action = this.ship.actions.getById(diff.action);
|
|
if (action) {
|
|
if (action instanceof EndTurnAction) {
|
|
return {
|
|
foreground: async (animate, timer) => {
|
|
if (animate) {
|
|
await this.displayEffect("End turn", true);
|
|
await timer.sleep(500);
|
|
}
|
|
}
|
|
}
|
|
} else if (!(action instanceof ToggleAction)) {
|
|
let action_name = action.name;
|
|
return {
|
|
foreground: async (animate, timer) => {
|
|
if (animate) {
|
|
await this.displayEffect(action_name, true);
|
|
await timer.sleep(300);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
return {};
|
|
}
|
|
} else {
|
|
return {};
|
|
}
|
|
} else if (diff instanceof ShipMoveDiff) {
|
|
let func = async (animate: boolean, timer: Timer) => {
|
|
this.moveTo(diff.start.x, diff.start.y, diff.start.angle, false);
|
|
let duration = this.moveTo(diff.end.x, diff.end.y, diff.end.angle, animate, !!diff.engine);
|
|
if (duration && animate) {
|
|
await timer.sleep(duration);
|
|
}
|
|
};
|
|
if (diff.engine) {
|
|
return { foreground: func };
|
|
} else {
|
|
return { background: func };
|
|
}
|
|
} else if (diff instanceof VigilanceAppliedDiff) {
|
|
let action = this.ship.actions.getById(diff.action);
|
|
return {
|
|
foreground: async (animate, timer) => {
|
|
if (animate && action) {
|
|
await this.displayEffect(`${action.name} (vigilance)`, true);
|
|
await timer.sleep(300);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
return {};
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
}
|
|
|
|
this.battleview.animations.setVisible(this.frame_hover, hovered && this.ship.alive && !tactical, 200);
|
|
}
|
|
|
|
/**
|
|
* Set the playing state on this ship
|
|
*
|
|
* This will alter the HUD frame to show this state
|
|
*/
|
|
async setPlaying(playing: boolean, animate = true): Promise<void> {
|
|
this.frame_owner.alpha = playing ? 1 : 0.35;
|
|
this.frame_owner.visible = this.ship.alive;
|
|
|
|
if (playing && animate) {
|
|
this.battleview.audio.playOnce("battle-ship-change");
|
|
await this.battleview.animations.blink(this.frame_owner);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Activate the dead effect (stasis)
|
|
*/
|
|
setDead(dead = true) {
|
|
if (dead) {
|
|
//this.displayEffect("stasis", false);
|
|
this.stasis.visible = true;
|
|
this.stasis.alpha = 0;
|
|
this.battleview.animations.blink(this.stasis, 0.9, 0.7);
|
|
} else {
|
|
this.stasis.visible = false;
|
|
}
|
|
this.setPlaying(false);
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
async 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")(1400);
|
|
await this.battleview.timer.sleep(1500);
|
|
}
|
|
|
|
/**
|
|
* Display interesting changes in ship attributes
|
|
*/
|
|
displayAttributeChanged(event: ShipAttributeDiff) {
|
|
// TODO show final diff, not just cumulative one
|
|
let diff = (event.added.cumulative || 0) - (event.removed.cumulative || 0);
|
|
if (diff) {
|
|
let name = SHIP_VALUES_NAMES[event.code];
|
|
this.displayEffect(`${name} ${diff < 0 ? "-" : "+"}${Math.abs(diff)}`, diff >= 0);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Update the play order indicator
|
|
*/
|
|
updatePlayOrder(): void {
|
|
let play_order = this.battleview.battle.getPlayOrder(this.ship);
|
|
if (play_order == 0) {
|
|
this.play_order.text = "-";
|
|
} else {
|
|
this.play_order.text = play_order.toString();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reposition the HSP indicators
|
|
*/
|
|
repositionLifeIndicators(): void {
|
|
this.life_hull.x = -25;
|
|
this.life_shield.x = this.life_hull.x + (this.life_hull.length * 9);
|
|
this.life_evasion.x = this.life_shield.x + (this.life_shield.length * 9);
|
|
}
|
|
|
|
/**
|
|
* Update the hull indicator
|
|
*/
|
|
updateHull(current: number, diff = 0): void {
|
|
let builder = new UIBuilder(this.battleview, this.life_hull);
|
|
builder.clear();
|
|
|
|
range(current).forEach(i => {
|
|
builder.image("battle-hud-hsp-hull", i * 9, 0, true);
|
|
});
|
|
|
|
this.repositionLifeIndicators();
|
|
}
|
|
|
|
/**
|
|
* Update the shield indicator
|
|
*/
|
|
updateShield(current: number, diff = 0): void {
|
|
let builder = new UIBuilder(this.battleview, this.life_shield);
|
|
builder.clear();
|
|
|
|
range(current).forEach(i => {
|
|
builder.image("battle-hud-hsp-shield", i * 9, 0, true);
|
|
});
|
|
|
|
this.repositionLifeIndicators();
|
|
}
|
|
|
|
/**
|
|
* Update the evasion indicator
|
|
*/
|
|
updateEvasion(current: number, diff = 0): void {
|
|
let builder = new UIBuilder(this.battleview, this.life_evasion);
|
|
builder.clear();
|
|
|
|
range(current).forEach(i => {
|
|
builder.image("battle-hud-hsp-evasion", i * 9, 0, true);
|
|
});
|
|
|
|
this.repositionLifeIndicators();
|
|
}
|
|
|
|
/**
|
|
* Update the list of effects active on the ship
|
|
*/
|
|
updateActiveEffects() {
|
|
this.active_effects_display.removeAll();
|
|
|
|
let effects = this.ship.active_effects.list().filter(effect => !effect.isInternal());
|
|
|
|
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.actions.listToggled().forEach(action => {
|
|
let color = (action instanceof VigilanceAction) ? 0xf4bf42 : 0xe9f2f9;
|
|
this.effects_radius.lineStyle(2, color, 0.5);
|
|
this.effects_radius.beginFill(color, 0.1);
|
|
this.effects_radius.drawCircle(0, 0, action.radius * 2);
|
|
this.effects_radius.endFill();
|
|
});
|
|
}
|
|
}
|
|
}
|