import BattleScene from "../battle-scene"; export enum WindowVariant { NORMAL, THIN, XTHIN } export function getWindowVariantSuffix(windowVariant: WindowVariant): string { switch (windowVariant) { case WindowVariant.THIN: return '_thin'; case WindowVariant.XTHIN: return '_xthin'; default: return ''; } } const windowTypeControlColors = { 0: [ '#706880', '#8888c8', '#484868' ], 1: [ '#d04028', '#e0a028', '#902008' ], 2: [ '#48b840', '#88d880', '#089040' ], 3: [ '#2068d0', '#80b0e0', '#104888' ] }; export function addWindow(scene: BattleScene, x: number, y: number, width: number, height: number, mergeMaskTop?: boolean, mergeMaskLeft?: boolean, maskOffsetX?: number, maskOffsetY?: number, windowVariant?: WindowVariant): Phaser.GameObjects.NineSlice { if (windowVariant === undefined) windowVariant = WindowVariant.NORMAL; const window = scene.add.nineslice(x, y, `window_${scene.windowType}${getWindowVariantSuffix(windowVariant)}`, null, width, height, 6, 6, 6, 6); window.setOrigin(0, 0); if (mergeMaskTop || mergeMaskLeft) { const maskRect = scene.make.graphics({}); maskRect.setScale(6); maskRect.fillStyle(0xFFFFFF); maskRect.beginPath(); maskRect.fillRect(window.x + (mergeMaskLeft ? 2 : 0) + (maskOffsetX || 0), window.y + (mergeMaskTop ? 2 : 0) + (maskOffsetY || 0), window.width - (mergeMaskLeft ? 2 : 0), window.height - (mergeMaskTop ? 2 : 0)); window.setMask(maskRect.createGeometryMask()); } return window; } export function updateWindowType(scene: BattleScene, windowTypeIndex: integer): void { const windowObjects: [Phaser.GameObjects.NineSlice, WindowVariant][] = []; const traverse = (object: any) => { if (object.hasOwnProperty('children')) { const children = object.children as Phaser.GameObjects.DisplayList; for (let child of children.getAll()) traverse(child); } else if (object instanceof Phaser.GameObjects.Container) { for (let child of object.getAll()) traverse(child); } else if (object instanceof Phaser.GameObjects.NineSlice) { if (object.texture.key.startsWith('window_')) windowObjects.push([ object, object.texture.key.endsWith(getWindowVariantSuffix(WindowVariant.XTHIN)) ? WindowVariant.XTHIN : object.texture.key.endsWith(getWindowVariantSuffix(WindowVariant.THIN)) ? WindowVariant.THIN : WindowVariant.NORMAL ]); } } traverse(scene); scene.windowType = windowTypeIndex; const rootStyle = document.documentElement.style; [ 'base', 'light', 'dark' ].map((k, i) => rootStyle.setProperty(`--color-${k}`, windowTypeControlColors[windowTypeIndex - 1][i])); const windowKey = `window_${windowTypeIndex}`; for (let [ window, variant ] of windowObjects) window.setTexture(`${windowKey}${getWindowVariantSuffix(variant)}`); }