94 lines
3 KiB
TypeScript
94 lines
3 KiB
TypeScript
module SpaceTac.View {
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"use strict";
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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: Game.Ship;
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// Related game action
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action: Game.BaseAction;
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// Current targetting
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private targetting: Targetting;
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// Layer applied when the action is active
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private active: Phaser.Image;
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// Create an icon for a single ship action
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constructor(bar: ActionBar, x: number, y: number, ship: Game.Ship, action: Game.BaseAction) {
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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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super(bar.game, x, y, "battle-action-inactive");
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bar.addChild(this);
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// Active layer
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this.active = new Phaser.Image(bar.battleview.game, 0, 0, "battle-action-active", 0);
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this.addChild(this.active);
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// Click process
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this.onInputUp.add(() => {
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this.processClick();
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}, this);
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// Initialize
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this.updateActiveStatus();
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}
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// Process a click event on the action icon
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processClick() {
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if (!this.action.canBeUsed(this.battleview.battle, this.ship)) {
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return;
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}
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console.log("Action started", this.action);
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if (this.action.needs_target) {
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this.targetting = this.battleview.enterTargettingMode();
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this.targetting.setSource(this.battleview.arena.findShipSprite(this.ship));
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this.targetting.targetSelected.add(this.processSelection, this);
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this.targetting.targetHovered.add(this.processHover, this);
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} else {
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this.processSelection(null);
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}
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}
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// Called when a target is hovered
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// This will check the target against current action and adjust it if needed
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processHover(target: Game.Target) {
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target = this.action.checkTarget(this.battleview.battle, this.ship, target);
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this.targetting.setTarget(target, false);
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}
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// Called when a target is selected
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processSelection(target: Game.Target) {
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console.log("Action target", this.action, target);
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if (this.action.apply(this.battleview.battle, this.ship, target)) {
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this.battleview.exitTargettingMode();
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this.bar.actionEnded();
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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() {
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var active = this.action.canBeUsed(this.battleview.battle, this.ship);
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var tween = this.battleview.game.tweens.create(this.active);
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tween.to({alpha: active ? 1 : 0});
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tween.start();
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this.input.useHandCursor = active;
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}
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}
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}
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