126 lines
4.2 KiB
TypeScript
126 lines
4.2 KiB
TypeScript
module TS.SpaceTac.View {
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// Bar with all available action icons displayed
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export class ActionBar extends Phaser.Group {
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// Link to the parent battleview
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battleview: BattleView;
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// List of action icons
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actions: ActionIcon[];
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// Progress bar displaying action points
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actionpoints: ValueBar;
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actionpointstemp: ValueBar;
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// Tooltip to display hovered action info
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tooltip: ActionTooltip;
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// Current ship, whose actions are displayed
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ship: Game.Ship;
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// Create an empty action bar
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constructor(battleview: BattleView) {
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super(battleview.game);
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this.battleview = battleview;
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this.actions = [];
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this.ship = null;
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battleview.ui.add(this);
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// Background
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this.addChild(new Phaser.Image(this.game, 0, 0, "battle-actionbar", 0));
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// Action points progress bar
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this.actionpoints = new ValueBar(this.game, 190, 108, "battle-actionpointsempty");
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this.actionpoints.setBarImage("battle-actionpointspart");
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this.addChild(this.actionpoints);
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this.actionpointstemp = new ValueBar(this.game, 190, 108, "battle-actionpointsnone");
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this.actionpointstemp.setBarImage("battle-actionpointsfull");
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this.addChild(this.actionpointstemp);
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// Tooltip
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this.tooltip = new ActionTooltip(this);
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this.addChild(this.tooltip);
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}
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// Clear the action icons
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clearAll(): void {
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this.actions.forEach((action: ActionIcon) => {
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action.destroy();
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});
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this.actions = [];
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this.tooltip.setAction(null);
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}
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// Add an action icon
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addAction(ship: Game.Ship, action: Game.BaseAction): ActionIcon {
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var icon = new ActionIcon(this, 192 + this.actions.length * 88, 8, ship, action);
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this.actions.push(icon);
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this.tooltip.bringToTop();
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return icon;
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}
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// Update the action points indicator
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updateActionPoints(): void {
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if (this.ship) {
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this.actionpoints.setValue(this.ship.ap_current.current, this.ship.ap_current.maximal);
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this.actionpointstemp.setValue(this.ship.ap_current.current, this.ship.ap_current.maximal);
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this.actionpoints.visible = true;
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this.actionpointstemp.visible = true;
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} else {
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this.actionpoints.visible = false;
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this.actionpointstemp.visible = false;
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}
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}
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// Update fading flags
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// ap_usage is the consumption of currently selected action
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updateFadings(ap_usage: number): void {
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var remaining_ap = this.ship.ap_current.current - ap_usage;
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if (remaining_ap < 0) {
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remaining_ap = 0;
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}
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this.actions.forEach((icon: ActionIcon) => {
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icon.updateFadingStatus(remaining_ap);
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});
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this.actionpointstemp.setValue(remaining_ap, this.ship.ap_current.maximal);
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}
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// Set action icons from selected ship
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setShip(ship: Game.Ship): void {
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this.clearAll();
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if (ship.getPlayer() === this.battleview.player) {
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var actions = ship.getAvailableActions();
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actions.forEach((action: Game.BaseAction) => {
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this.addAction(ship, action);
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});
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this.ship = ship;
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this.game.tweens.create(this).to({ "alpha": 1 }, 400).start();
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} else {
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this.ship = null;
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this.game.tweens.create(this).to({ "alpha": 0.5 }, 400).start();
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}
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this.updateActionPoints();
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}
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// Called by an action icon when the action is selected
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actionStarted(): void {
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}
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// Called by an action icon when the action has been applied
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actionEnded(): void {
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this.updateActionPoints();
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this.actions.forEach((action: ActionIcon) => {
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action.resetState();
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});
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this.battleview.exitTargettingMode();
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}
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}
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}
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