197 lines
7.7 KiB
TypeScript
197 lines
7.7 KiB
TypeScript
module TS.SpaceTac.UI {
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// Icon to activate a ship capability (move, fire...)
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export class ActionIcon extends Phaser.Button {
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// Link to the parent bar
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bar: ActionBar
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// Link to the parent battle view
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battleview: BattleView
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// Related ship
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ship: Ship
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// Related game action
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action: BaseAction
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// True if the action can be used
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active: boolean
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// True if the action is selected for use
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selected: boolean
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// True if an action is currently selected, and this one won't be available after its use
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fading: boolean
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// Current targetting
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private targetting: Targetting | null
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// Action icon - image representing the action
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private layer_icon: Phaser.Image
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// Layer applied when the action is active
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private layer_active: Phaser.Image
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// Layer applied when the action is selected
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private layer_selected: Phaser.Image
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// Cooldown indicators
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private cooldown: Phaser.Image
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private cooldown_count: Phaser.Text
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// Create an icon for a single ship action
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constructor(bar: ActionBar, x: number, y: number, ship: Ship, action: BaseAction, position: number) {
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super(bar.game, x, y, "battle-actionbar-icon", () => this.processClick());
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this.bar = bar;
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this.battleview = bar.battleview;
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this.ship = ship;
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this.action = action;
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bar.actions.addChild(this);
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// Active layer
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this.active = false;
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this.layer_active = new Phaser.Image(this.game, this.width / 2, this.height / 2, "battle-actionbar-icon", 1);
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this.layer_active.anchor.set(0.5, 0.5);
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this.layer_active.visible = false;
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this.addChild(this.layer_active);
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// Selected layer
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this.selected = false;
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this.layer_selected = new Phaser.Image(this.game, this.width / 2, this.height / 2, "battle-actionbar-icon", 2);
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this.layer_selected.anchor.set(0.5, 0.5);
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this.layer_selected.visible = false;
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this.addChild(this.layer_selected);
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// Icon layer
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let icon = this.battleview.getImage(`battle-actionbar-action-${action.code}`, `equipment-${action.equipment ? action.equipment.code : "---"}`);
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this.layer_icon = new Phaser.Image(this.game, this.width / 2, this.height / 2, icon, 0);
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this.layer_icon.anchor.set(0.5, 0.5);
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this.layer_icon.scale.set(0.25, 0.25);
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this.addChild(this.layer_icon);
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// Cooldown layer
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this.cooldown = new Phaser.Image(this.game, this.width / 2, this.height / 2, "battle-actionbar-icon", 3);
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this.cooldown.anchor.set(0.5, 0.5);
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this.cooldown_count = new Phaser.Text(this.game, 0, 0, "", { align: "center", font: "36pt Arial", fill: "#aaaaaa" });
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this.cooldown_count.anchor.set(0.5, 0.5);
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this.cooldown.addChild(this.cooldown_count);
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this.addChild(this.cooldown);
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// Events
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this.battleview.tooltip.bind(this, filler => {
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ActionTooltip.fill(filler, this.ship, this.action, position);
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return true;
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});
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// Initialize
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this.updateActiveStatus(true);
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this.updateCooldownStatus();
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}
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// Process a click event on the action icon
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processClick(): void {
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if (!this.bar.interactive) {
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return;
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}
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if (this.action.checkCannotBeApplied(this.ship)) {
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return;
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}
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if (this.selected) {
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this.bar.actionEnded();
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return;
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}
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// End any previously selected action
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this.bar.actionEnded();
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this.bar.actionStarted();
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// Update range hint
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if (this.battleview.arena.range_hint && this.action instanceof MoveAction) {
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this.battleview.arena.range_hint.update(this.ship, this.action);
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}
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// Set the selected state
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this.setSelected(true);
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if (this.action.needs_target) {
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let sprite = this.battleview.arena.findShipSprite(this.ship);
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if (sprite) {
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// Switch to targetting mode (will apply action when a target is selected)
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this.targetting = this.battleview.enterTargettingMode(this.action);
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}
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} else {
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// No target needed, apply action immediately
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this.processSelection(null);
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}
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}
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// Called when a target is selected
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processSelection(target: Target | null): void {
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if (this.action.apply(this.ship, target)) {
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this.bar.actionEnded();
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}
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}
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// Called to clear the current state
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resetState(): void {
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if (this.targetting) {
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this.targetting = null;
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}
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this.setSelected(false);
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this.updateCooldownStatus();
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this.updateActiveStatus();
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this.updateFadingStatus(this.ship.values.power.get());
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this.battleview.arena.range_hint.clear();
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}
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// Set the selected state on this icon
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setSelected(selected: boolean) {
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this.selected = selected;
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this.battleview.animations.setVisible(this.layer_selected, this.selected, 300);
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this.updateCooldownStatus();
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}
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// Update the cooldown status
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updateCooldownStatus(): void {
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let remaining = this.action.getUsesBeforeOverheat();
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if (this.selected && remaining == 1) {
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// will overheat, hint at the cooldown time
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let cooldown = this.action.getCooldownDuration(true);
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this.cooldown.scale.set(0.7);
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this.cooldown_count.text = `${cooldown}`;
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this.battleview.animations.setVisible(this.cooldown, true, 300);
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} else if (remaining == 0) {
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// overheated, show cooldown time
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let cooldown = this.action.getCooldownDuration(false);
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this.cooldown.scale.set(1);
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this.cooldown_count.text = `${cooldown}`;
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this.battleview.animations.setVisible(this.cooldown, true, 300);
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} else {
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this.battleview.animations.setVisible(this.cooldown, false, 300);
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}
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}
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// Update the active status, from the action canBeUsed result
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updateActiveStatus(force = false): void {
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var old_active = this.active;
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this.active = !this.action.checkCannotBeApplied(this.ship);
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if (force || (this.active != old_active)) {
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this.battleview.animations.setVisible(this.layer_active, this.active, 500);
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this.game.tweens.create(this.layer_icon).to({ alpha: this.active ? 1 : 0.3 }, 500).start();
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this.input.useHandCursor = this.active;
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}
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}
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// Update the fading status, given an hypothetical remaining AP
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updateFadingStatus(remaining_ap: number, action: BaseAction | null = null): void {
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let old_fading = this.fading;
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let overheat = (action == this.action && this.action.equipment !== null && this.action.equipment.cooldown.willOverheat());
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this.fading = this.active && (this.action.checkCannotBeApplied(this.ship, remaining_ap) != null || overheat);
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if (this.fading != old_fading) {
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this.battleview.animations.setVisible(this.layer_active, this.active && !this.fading, 500);
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}
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}
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}
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}
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