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spacetac/src/ui/battle/ActionIcon.ts

222 lines
8.9 KiB
TypeScript

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