157 lines
4.8 KiB
TypeScript
157 lines
4.8 KiB
TypeScript
module TK.SpaceTac.UI {
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/**
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* Side bar with all playing ships, sorted by play order
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*/
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export class ShipList {
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// Link to the parent view
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view: BaseView
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// Current battle
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battle: Battle
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// Current player
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player: Player
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// Interface for acting as ship button
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ship_buttons: IShipButton
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// Container
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container: Phaser.Image
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// List of ship items
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items: ShipListItem[]
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// Hovered ship
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hovered: ShipListItem | null
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// Info button
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info_button: Phaser.Button
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constructor(view: BaseView, battle: Battle, player: Player, tactical_mode: Toggle, ship_buttons: IShipButton, parent?: UIContainer, x = 0, y = 0) {
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let builder = new UIBuilder(view, parent);
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this.container = builder.image("battle-shiplist-background", x, y);
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this.view = view;
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// TODO Should use an UI game state, not the actual game state
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this.battle = battle;
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this.player = player;
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this.ship_buttons = ship_buttons;
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this.items = [];
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this.hovered = null;
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this.info_button = new Phaser.Button(view.game, 0, 0, "battle-shiplist-info-button");
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this.view.inputs.setHoverClick(this.info_button,
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() => tactical_mode.manipulate("shiplist")(true),
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() => tactical_mode.manipulate("shiplist")(false),
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() => null);
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this.container.addChild(this.info_button);
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this.setShipsFromBattle(battle);
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}
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/**
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* Clear all ship cards
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*/
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clearAll(): void {
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this.items.forEach(ship => ship.destroy());
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this.items = [];
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}
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/**
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* Rebuild the ship list from an ongoing battle
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*/
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setShipsFromBattle(battle: Battle, animate = true): void {
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this.clearAll();
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iforeach(battle.iships(true), ship => this.addShip(ship));
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this.refresh(animate);
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}
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/**
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* Bind to a log processor, to watch for events
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*/
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bindToLog(log: LogProcessor): void {
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log.watchForShipChange(ship => {
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return {
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foreground: async (animate) => {
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this.refresh(animate)
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}
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}
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});
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log.register(diff => {
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if (diff instanceof ShipDamageDiff) {
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return {
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background: async () => {
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let item = this.findItem(diff.ship_id);
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if (item) {
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item.setDamageHit();
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}
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}
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}
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} else {
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return {};
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}
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})
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}
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/**
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* Add a ship card
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*/
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addShip(ship: Ship): ShipListItem {
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var owned = ship.isPlayedBy(this.player);
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var result = new ShipListItem(this, 200, this.container.height / 2, ship, owned, this.ship_buttons);
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this.items.push(result);
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this.container.addChild(result);
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return result;
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}
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/**
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* Find the item (card) that displays a given ship
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*/
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findItem(ship: Ship | RObjectId | null): ShipListItem | null {
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return first(this.items, item => item.ship.is(ship));
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}
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/**
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* Update the locations of all items
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*/
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refresh(animate = true): void {
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this.items.forEach(item => {
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if (item.ship.alive) {
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let position = this.battle.getPlayOrder(item.ship);
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if (position < 0) {
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item.visible = false;
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} else {
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if (position == 0) {
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item.moveTo(-18, 962, animate ? 1000 : 0);
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} else {
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item.moveTo(2, 942 - position * 99, animate ? 1000 : 0);
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}
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item.visible = true;
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this.container.setChildIndex(item, position);
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}
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} else {
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item.moveTo(200, item.y, animate ? 1000 : 0);
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}
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});
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}
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/**
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* Set the currently hovered ship
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*/
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setHovered(ship: Ship | null): void {
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if (this.hovered) {
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this.hovered.setHovered(false);
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this.hovered = null;
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}
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if (ship) {
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this.hovered = this.findItem(ship);
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if (this.hovered) {
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this.hovered.setHovered(true);
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}
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}
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}
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}
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}
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