266 lines
9.5 KiB
TypeScript
266 lines
9.5 KiB
TypeScript
module TS.SpaceTac.UI {
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/**
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* Targetting system on the arena
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*
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* This system handles choosing a target for currently selected action, and displays a visual aid.
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*/
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export class Targetting {
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// Container group
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container: Phaser.Group
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// Current action
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ship: Ship | null = null
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action: BaseAction | null = null
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target: Target | null = null
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simulation = new MoveFireResult()
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// Movement projector
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drawn_info: Phaser.Graphics
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move_ghost: Phaser.Image
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// Fire projector
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fire_arrow: Phaser.Image
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fire_blast: Phaser.Image
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fire_impact: Phaser.Group
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// Collaborators to update
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actionbar: ActionBar
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// Access to the parent view
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view: BaseView
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constructor(view: BaseView, actionbar: ActionBar) {
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this.view = view;
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this.actionbar = actionbar;
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this.container = view.add.group();
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// Visual effects
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this.drawn_info = new Phaser.Graphics(view.game, 0, 0);
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this.drawn_info.visible = false;
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this.move_ghost = new Phaser.Image(view.game, 0, 0, "common-transparent");
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this.move_ghost.anchor.set(0.5, 0.5);
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this.move_ghost.alpha = 0.8;
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this.move_ghost.visible = false;
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this.fire_arrow = new Phaser.Image(view.game, 0, 0, "battle-arena-indicators", 0);
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this.fire_arrow.anchor.set(1, 0.5);
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this.fire_arrow.visible = false;
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this.fire_impact = new Phaser.Group(view.game);
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this.fire_impact.visible = false;
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this.fire_blast = new Phaser.Image(view.game, 0, 0, "battle-arena-blast");
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this.fire_blast.anchor.set(0.5, 0.5);
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this.fire_blast.visible = false;
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this.container.add(this.fire_impact);
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this.container.add(this.fire_blast);
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this.container.add(this.drawn_info);
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this.container.add(this.fire_arrow);
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this.container.add(this.move_ghost);
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}
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/**
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* Move to a given view layer
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*/
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moveToLayer(layer: Phaser.Group): void {
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layer.add(this.container);
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}
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/**
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* Indicator that the targetting is currently active
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*/
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get active(): boolean {
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return (this.ship && this.action) ? true : false;
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}
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/**
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* Draw a vector, with line and gradation
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*/
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drawVector(color: number, x1: number, y1: number, x2: number, y2: number, gradation = 0) {
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let line = this.drawn_info;
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line.lineStyle(6, color);
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line.moveTo(x1, y1);
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line.lineTo(x2, y2);
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line.visible = true;
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if (gradation) {
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let dx = x2 - x1;
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let dy = y2 - y1;
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let dist = Math.sqrt(dx * dx + dy * dy);
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let angle = Math.atan2(dy, dx);
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dx = Math.cos(angle);
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dy = Math.sin(angle);
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for (let d = gradation; d <= dist; d += gradation) {
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line.moveTo(x1 + dx * d + dy * 10, y1 + dy * d - dx * 10);
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line.lineTo(x1 + dx * d - dy * 10, y1 + dy * d + dx * 10);
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}
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}
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}
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/**
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* Draw a part of the simulation
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*/
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drawPart(part: MoveFirePart, enabled = true, previous: MoveFirePart | null = null): void {
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if (!this.ship) {
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return;
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}
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let move = part.action instanceof MoveAction;
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let color = (enabled && part.possible) ? (move ? 0xe09c47 : 0xdc6441) : 0x8e8e8e;
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let src = previous ? previous.target : this.ship.location;
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let gradation = part.action instanceof MoveAction ? part.action.distance_per_power : 0;
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this.drawVector(color, src.x, src.y, part.target.x, part.target.y, gradation);
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}
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/**
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* Update impact indicators
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*/
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updateImpactIndicators(ship: Ship, target: Target, radius: number): void {
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let ships: Ship[];
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if (radius) {
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let battle = ship.getBattle();
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if (battle) {
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ships = battle.collectShipsInCircle(target, radius, true);
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} else {
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ships = [];
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}
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} else {
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ships = target.ship ? [target.ship] : [];
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}
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if (ships.length) {
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this.fire_impact.removeAll(true);
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ships.forEach(iship => {
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let frame = this.view.add.image(iship.arena_x, iship.arena_y, "battle-arena-ship-frames", 5, this.fire_impact);
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frame.anchor.set(0.5);
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});
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this.fire_impact.visible = true;
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} else {
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this.fire_impact.visible = false;
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}
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}
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/**
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* Update visual effects to show the simulation of current action/target
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*/
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update(): void {
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this.simulate();
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if (this.ship && this.action && this.target) {
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let simulation = this.simulation;
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this.drawn_info.clear();
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this.fire_arrow.visible = false;
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this.move_ghost.visible = false;
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if (simulation.success) {
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let previous: MoveFirePart | null = null;
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simulation.parts.forEach(part => {
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this.drawPart(part, simulation.complete, previous);
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previous = part;
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});
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this.fire_arrow.frame = simulation.complete ? 0 : 1;
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let from = simulation.need_fire ? simulation.move_location : this.ship.location;
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let angle = Math.atan2(this.target.y - from.y, this.target.x - from.x);
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if (simulation.need_move) {
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this.move_ghost.visible = true;
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this.move_ghost.position.set(simulation.move_location.x, simulation.move_location.y);
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this.move_ghost.rotation = angle;
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} else {
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this.move_ghost.visible = false;
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}
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if (simulation.need_fire) {
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let blast = this.action.getBlastRadius(this.ship);
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if (blast) {
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this.fire_blast.position.set(this.target.x, this.target.y);
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this.fire_blast.scale.set(blast * 2 / 365);
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this.fire_blast.alpha = simulation.can_fire ? 1 : 0.5;
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this.fire_blast.visible = true;
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} else {
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this.fire_blast.visible = false;
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}
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this.updateImpactIndicators(this.ship, this.target, blast);
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this.fire_arrow.position.set(this.target.x, this.target.y);
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this.fire_arrow.rotation = angle;
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this.fire_arrow.frame = simulation.complete ? 0 : 1;
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this.fire_arrow.visible = true;
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} else {
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this.fire_blast.visible = false;
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this.fire_impact.visible = false;
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this.fire_arrow.visible = false;
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}
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this.container.visible = true;
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} else {
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// TODO Display error
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this.container.visible = false;
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}
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} else {
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this.container.visible = false;
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}
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}
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/**
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* Simulate current action
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*/
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simulate(): void {
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if (this.ship && this.action && this.target) {
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let simulator = new MoveFireSimulator(this.ship);
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this.simulation = simulator.simulateAction(this.action, this.target, 1);
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} else {
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this.simulation = new MoveFireResult();
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}
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}
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/**
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* Set the current targetting action, or null to stop targetting
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*/
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setAction(action: BaseAction | null): void {
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if (action && action.equipment && action.equipment.attached_to && action.equipment.attached_to.ship) {
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this.ship = action.equipment.attached_to.ship;
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this.action = action;
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this.move_ghost.loadTexture(`ship-${this.ship.model.code}-sprite`);
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this.move_ghost.scale.set(0.25);
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} else {
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this.ship = null;
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this.action = null;
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}
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this.target = null;
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this.update();
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}
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/**
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* Set the target for current action
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*/
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setTarget(target: Target | null): void {
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this.target = target;
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this.update();
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if (this.action) {
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this.actionbar.updateFromSimulation(this.action, this.simulation);
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}
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}
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/**
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* Validate the current target.
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*
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* This will make the needed approach and apply the action.
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*/
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validate(): void {
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this.simulate();
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if (this.ship && this.simulation.complete) {
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let ship = this.ship;
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this.simulation.parts.forEach(part => {
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if (part.possible) {
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part.action.apply(ship, part.target);
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}
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});
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this.actionbar.actionEnded();
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}
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}
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}
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}
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