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spacetac/src/ui/battle/ActionIcon.ts

189 lines
7.1 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;
// Create an icon for a single ship action
constructor(bar: ActionBar, x: number, y: number, ship: Ship, action: BaseAction) {
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);
let show_info = () => {
if (this.bar.ship) {
this.bar.tooltip.setAction(this);
this.battleview.arena.range_hint.setSecondary(this.ship, this.action);
}
};
let hide_info = () => {
this.bar.tooltip.setAction(null);
this.battleview.arena.range_hint.clearSecondary();
};
// Events
Tools.setHoverClick(this, show_info, hide_info, () => this.processClick());
// Initialize
this.updateActiveStatus(true);
}
// 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));
// 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));
}
// 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.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;
Animation.setVisibility(this.game, this.layer_selected, this.selected, 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)) {
Animation.setVisibility(this.game, 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): void {
var old_fading = this.fading;
this.fading = this.active && (this.action.checkCannotBeApplied(this.ship, remaining_ap) != null);
if (this.fading != old_fading) {
Animation.setVisibility(this.game, this.layer_active, this.active && !this.fading, 500);
}
}
}
}