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spacetac/src/ui/BaseView.ts

120 lines
3.2 KiB
TypeScript

module TS.SpaceTac.UI {
/**
* Base class for all game views
*/
export class BaseView extends Phaser.State {
// Link to the root UI
gameui: MainUI;
// Message notifications
messages: Messages;
// Input and key bindings
inputs: InputManager;
// Animations
animations: Animations;
// Timing
timer: Timer;
// Tooltip
tooltip: Tooltip;
// Layers
layers: Phaser.Group;
// Get the size of display
getWidth(): number {
return this.game.width || 1280;
}
getHeight(): number {
return this.game.height || 720;
}
getMidWidth(): number {
return this.getWidth() / 2;
}
getMidHeight(): number {
return this.getHeight() / 2;
}
init(...args: any[]) {
this.gameui = <MainUI>this.game;
this.timer = new Timer(this.gameui.headless);
}
create() {
this.game.stage.backgroundColor = 0x000000;
// View layers
this.layers = this.add.group();
// Notifications
this.messages = new Messages(this);
// Animations
this.animations = new Animations(this.game.tweens);
// Input manager
this.inputs = new InputManager(this);
// Tooltip
this.tooltip = new Tooltip(this);
// Browser console variable (for debugging purpose)
if (typeof window != "undefined") {
let session = this.gameui.session;
if (session) {
(<any>window).universe = session.universe;
(<any>window).player = session.player;
(<any>window).battle = session.player.getBattle();
(<any>window).view = this;
}
}
super.create();
}
shutdown() {
super.shutdown();
this.timer.cancelAll(true);
}
/**
* Add a new layer in the view
*/
addLayer(): Phaser.Group {
let layer = this.add.group(this.layers);
return layer;
}
/**
* Get a network connection to the backend server
*/
getConnection(): Multi.Connection {
let device_id = this.gameui.getDeviceId();
if (device_id) {
return new Multi.Connection(device_id, new Multi.ParseRemoteStorage());
} else {
// TODO Should warn the user !
return new Multi.Connection("fake", new Multi.FakeRemoteStorage());
}
}
/**
* Auto-save current session to cloud
*
* This may be called at key points during the gameplay
*/
autoSave(): void {
let session = this.gameui.session;
let connection = this.getConnection();
connection.publish(session, session.getDescription())
.then(() => this.messages.addMessage("Auto-saved to cloud"))
.catch(console.error)
//.catch(() => this.messages.addMessage("Error saving game to cloud"));
}
}
}