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spacetac/src/app/view/battle/ShipList.ts

139 lines
4.2 KiB
TypeScript

module SpaceTac.View {
"use strict";
// Bar with all playing ships, by play order
export class ShipList extends Phaser.Group {
// Link to the parent battleview
battleview: BattleView;
// List of ship items
ships: ShipListItem[];
// Playing ship
playing: ShipListItem;
// Hovered ship
hovered: ShipListItem;
// Create an empty action bar
constructor(battleview: BattleView) {
super(battleview.game, battleview.ui);
this.battleview = battleview;
this.ships = [];
this.playing = null;
this.hovered = null;
battleview.ui.add(this);
this.addBackground();
if (battleview.battle) {
this.setShipsFromBattle(battleview.battle);
}
}
// Add background children
addBackground(): void {
var background = new Phaser.Graphics(this.game, 0, 0);
background.beginFill(0xFFFFFFFF, 0.9);
background.drawRect(0, 0, 224, 84);
background.endFill();
background.beginFill(0xFFFFFFFF, 0.45);
background.drawRect(0, 84, 206, this.battleview.getHeight() - 84);
background.endFill();
background.visible = true;
this.addChild(background);
}
// Clear the action icons
clearAll(): void {
this.ships.forEach((ship: ShipListItem) => {
ship.destroy();
});
this.ships = [];
}
// Set the ship list from a battle
setShipsFromBattle(battle: Game.Battle): void {
this.clearAll();
battle.play_order.forEach((ship: Game.Ship) => {
this.addShip(ship);
}, this);
this.updateItemsLocation();
}
// Add a ship icon
addShip(ship: Game.Ship): ShipListItem {
var owned = ship.getPlayer() === this.battleview.player;
var result = new ShipListItem(this, -200, 0, ship, owned);
this.ships.push(result);
this.add(result);
return result;
}
// Find an item for a ship
// Returns null if not found
findItem(ship: Game.Ship): ShipListItem {
var found: ShipListItem = null;
this.ships.forEach((item: ShipListItem) => {
if (item.ship === ship) {
found = item;
}
});
return found;
}
// Find the play position in play_order for a given ship (0 is currently playing)
findPlayPosition(ship: Game.Ship): number {
var battle = this.battleview.battle;
var idx = battle.play_order.indexOf(ship);
var diff = idx - battle.playing_ship_index;
if (diff < 0) {
diff += battle.play_order.length;
}
return diff;
}
// Update the locations of all items
updateItemsLocation(animate: boolean = true): void {
this.ships.forEach((item: ShipListItem) => {
var position = this.findPlayPosition(item.ship);
if (position === 0) {
item.moveTo(12, 12, animate);
} else {
item.moveTo(3, 26 + position * 63, animate);
}
this.setChildIndex(item, 1 + position);
});
}
// Remove a ship from the list
removeShip(ship: Game.Ship): void {
var item = this.findItem(ship);
if (item) {
this.ships.splice(this.ships.indexOf(item), 1);
item.destroy();
}
this.updateItemsLocation();
}
// Set the currently playing ship
setPlaying(ship: Game.Ship): void {
this.playing = this.findItem(ship);
this.updateItemsLocation();
}
// Set the currently hovered ship
setHovered(ship: Game.Ship): void {
if (this.hovered) {
this.hovered.setHovered(false);
}
this.hovered = this.findItem(ship);
if (this.hovered) {
this.hovered.setHovered(true);
}
}
}
}