195 lines
7.3 KiB
TypeScript
195 lines
7.3 KiB
TypeScript
module TS.SpaceTac.UI {
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// Targetting system
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// Allows to pick a target for an action
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export class Targetting {
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// Initial target (as pointed by the user)
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target_initial: Target | null;
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line_initial: Phaser.Graphics;
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// Corrected target (applying action rules)
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target_corrected: Target | null;
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line_corrected: Phaser.Graphics;
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// Circle for effect radius
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blast_radius: number;
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blast: Phaser.Graphics;
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// Signal to receive hovering events
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targetHovered: Phaser.Signal;
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// Signal to receive targetting events
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targetSelected: Phaser.Signal;
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// AP usage display
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ap_interval: number = 0;
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ap_indicators: Phaser.Image[] = [];
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// Access to the parent battle view
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private battleview: BattleView | null;
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// Source of the targetting
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private source: PIXI.DisplayObject | null;
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// Create a default targetting mode
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constructor(battleview: BattleView | null) {
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this.battleview = battleview;
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this.targetHovered = new Phaser.Signal();
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this.targetSelected = new Phaser.Signal();
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// Visual effects
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if (battleview) {
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this.blast = new Phaser.Graphics(battleview.game, 0, 0);
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this.blast.visible = false;
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battleview.arena.add(this.blast);
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this.line_initial = new Phaser.Graphics(battleview.game, 0, 0);
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this.line_initial.visible = false;
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battleview.arena.add(this.line_initial);
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this.line_corrected = new Phaser.Graphics(battleview.game, 0, 0);
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this.line_corrected.visible = false;
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battleview.arena.add(this.line_corrected);
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}
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this.source = null;
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this.target_initial = null;
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this.target_corrected = null;
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}
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// Destructor
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destroy(): void {
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this.targetHovered.dispose();
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this.targetSelected.dispose();
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if (this.line_initial) {
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this.line_initial.destroy();
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}
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if (this.line_corrected) {
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this.line_corrected.destroy();
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}
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if (this.blast) {
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this.blast.destroy();
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}
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this.ap_indicators.forEach(indicator => indicator.destroy());
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}
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// Set AP indicators to display at fixed interval along the line
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setApIndicatorsInterval(interval: number) {
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this.ap_interval = interval;
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this.updateApIndicators();
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}
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// Update visual effects for current targetting
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update(): void {
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if (this.battleview) {
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if (this.source && this.target_initial) {
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this.line_initial.clear();
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this.line_initial.lineStyle(2, 0xFF0000);
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this.line_initial.moveTo(this.source.x, this.source.y);
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this.line_initial.lineTo(this.target_initial.x, this.target_initial.y);
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this.line_initial.visible = true;
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} else {
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this.line_initial.visible = false;
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}
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if (this.source && this.target_corrected) {
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this.line_corrected.clear();
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this.line_corrected.lineStyle(3, 0x00FF00);
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this.line_corrected.moveTo(this.source.x, this.source.y);
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this.line_corrected.lineTo(this.target_corrected.x, this.target_corrected.y);
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this.line_corrected.visible = true;
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} else {
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this.line_corrected.visible = false;
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}
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if (this.target_corrected && this.blast_radius) {
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this.blast.clear();
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this.blast.lineStyle(5, 0x208620, 0.4);
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this.blast.beginFill(0x60D860, 0.2);
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this.blast.drawCircle(this.target_corrected.x, this.target_corrected.y, this.blast_radius * 2);
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this.blast.endFill();
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this.blast.visible = true;
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} else {
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this.blast.visible = false;
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}
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this.updateApIndicators();
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}
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}
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// Update the AP indicators display
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updateApIndicators() {
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if (!this.battleview || !this.source || !this.target_corrected) {
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return;
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}
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// Get indicator count
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let count = 0;
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let distance = 0;
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if (this.line_corrected.visible && this.ap_interval > 0) {
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distance = this.target_corrected.getDistanceTo(Target.newFromLocation(this.source.x, this.source.y)) - 0.00001;
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count = Math.ceil(distance / this.ap_interval);
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}
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// Adjust object count to match
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while (this.ap_indicators.length < count) {
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let indicator = new Phaser.Image(this.battleview.game, 0, 0, "battle-arena-ap-indicator");
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indicator.anchor.set(0.5, 0.5);
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indicator.scale.set(0.5, 0.5);
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this.battleview.arena.addChild(indicator);
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this.ap_indicators.push(indicator);
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}
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while (this.ap_indicators.length > count) {
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this.ap_indicators[this.ap_indicators.length - 1].destroy();
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this.ap_indicators.pop();
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}
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// Spread indicators
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if (count > 0 && distance > 0) {
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let source = this.source;
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let dx = this.ap_interval * (this.target_corrected.x - source.x) / distance;
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let dy = this.ap_interval * (this.target_corrected.y - source.y) / distance;
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this.ap_indicators.forEach((indicator, index) => {
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indicator.position.set(source.x + dx * index, source.y + dy * index);
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});
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}
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}
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// Set the source sprite for the targetting (for visual effects)
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setSource(sprite: PIXI.DisplayObject) {
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this.source = sprite;
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}
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// Set a target from a target object
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setTarget(target: Target | null, dispatch: boolean = true, blast_radius: number = 0): void {
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this.target_corrected = target;
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this.blast_radius = blast_radius;
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if (dispatch) {
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this.target_initial = target ? copy(target) : null;
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this.targetHovered.dispatch(this.target_corrected);
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}
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this.update();
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}
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// Set no target
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unsetTarget(dispatch: boolean = true): void {
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this.setTarget(null, dispatch);
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}
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// Set the current target ship (when hovered)
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setTargetShip(ship: Ship, dispatch: boolean = true): void {
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if (ship.alive) {
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this.setTarget(Target.newFromShip(ship), dispatch);
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}
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}
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// Set the current target in space (when hovered)
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setTargetSpace(x: number, y: number, dispatch: boolean = true): void {
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this.setTarget(Target.newFromLocation(x, y));
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}
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// Validate the current target (when clicked)
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// This will broadcast the targetSelected signal
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validate(): void {
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this.targetSelected.dispatch(this.target_corrected);
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}
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}
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}
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