troop/worker slider shows current ratio

This commit is contained in:
Evan
2024-11-04 19:17:12 -08:00
parent d666a398ec
commit 7b1bab1e0f
3 changed files with 167 additions and 48 deletions
+165 -46
View File
@@ -10,10 +10,10 @@ import { SendSetTargetTroopRatioEvent } from '../../Transport';
@customElement('control-panel') @customElement('control-panel')
export class ControlPanel extends LitElement implements Layer { export class ControlPanel extends LitElement implements Layer {
private game: Game private game: Game;
public clientID: ClientID public clientID: ClientID;
public eventBus: EventBus public eventBus: EventBus;
public uiState: UIState public uiState: UIState;
@state() @state()
private attackRatio: number = .2; private attackRatio: number = .2;
@@ -21,6 +21,9 @@ export class ControlPanel extends LitElement implements Layer {
@state() @state()
private targetTroopRatio = 1; private targetTroopRatio = 1;
@state()
private currentTroopRatio = 1;
@state() @state()
private _population: number; private _population: number;
@@ -43,40 +46,42 @@ export class ControlPanel extends LitElement implements Layer {
private _manpower: number = 0; private _manpower: number = 0;
@state() @state()
private _gold: number private _gold: number;
@state() @state()
private _goldPerSecond: number private _goldPerSecond: number;
init(game: Game) { init(game: Game) {
this.game = game; this.game = game;
this.attackRatio = .20 this.attackRatio = .20;
this.uiState.attackRatio = this.attackRatio this.uiState.attackRatio = this.attackRatio;
this.currentTroopRatio = this.targetTroopRatio;
} }
tick() { tick() {
// Update game state based on numTroops value if needed
if (!this._isVisible && !this.game.inSpawnPhase()) { if (!this._isVisible && !this.game.inSpawnPhase()) {
this.setVisibile(true) this.setVisibile(true);
} }
const player = this.game.playerByClientID(this.clientID) const player = this.game.playerByClientID(this.clientID);
if (player == null || !player.isAlive()) { if (player == null || !player.isAlive()) {
this.setVisibile(false) this.setVisibile(false);
return return;
} }
this._population = player.population()
this._maxPopulation = this.game.config().maxPopulation(player) this._population = player.population();
this._gold = player.gold() this._maxPopulation = this.game.config().maxPopulation(player);
this._troops = player.troops() this._gold = player.gold();
this._workers = player.workers() this._troops = player.troops();
this.popRate = this.game.config().populationIncreaseRate(player) * 10 this._workers = player.workers();
this._goldPerSecond = this.game.config().goldAdditionRate(player) * 10 this.popRate = this.game.config().populationIncreaseRate(player) * 10;
this._goldPerSecond = this.game.config().goldAdditionRate(player) * 10;
this.currentTroopRatio = player.troops() / player.population();
} }
onAttackRatioChange(newRatio: number) { onAttackRatioChange(newRatio: number) {
this.uiState.attackRatio = newRatio this.uiState.attackRatio = newRatio;
} }
renderLayer(context: CanvasRenderingContext2D) { renderLayer(context: CanvasRenderingContext2D) {
@@ -88,32 +93,28 @@ export class ControlPanel extends LitElement implements Layer {
} }
setVisibile(visible: boolean) { setVisibile(visible: boolean) {
this._isVisible = visible this._isVisible = visible;
this.requestUpdate(); this.requestUpdate();
} }
targetTroops(): number { targetTroops(): number {
return this._manpower * this.targetTroopRatio return this._manpower * this.targetTroopRatio;
} }
onTroopChange(newRatio: number) { onTroopChange(newRatio: number) {
this.eventBus.emit(new SendSetTargetTroopRatioEvent(newRatio)) this.eventBus.emit(new SendSetTargetTroopRatioEvent(newRatio));
} }
delta(): number { delta(): number {
const d = this._population - this.targetTroops() const d = this._population - this.targetTroops();
// if (Math.abs(d) < this._manpower / 200) { return d;
// return 0
// }
return d
} }
static styles = css` static styles = css`
:host { :host {
display: block; display: block;
} }
.control-panel { .control-panel {
position: fixed; position: fixed;
bottom: 10px; bottom: 10px;
@@ -127,13 +128,62 @@ export class ControlPanel extends LitElement implements Layer {
backdrop-filter: blur(5px); backdrop-filter: blur(5px);
transition: opacity 0.3s ease-in-out, visibility 0.3s ease-in-out; transition: opacity 0.3s ease-in-out, visibility 0.3s ease-in-out;
} }
.hidden { .hidden {
opacity: 0; opacity: 0;
visibility: hidden; visibility: hidden;
} }
.slider-container { .slider-container {
position: relative;
margin-bottom: 15px; margin-bottom: 15px;
height: 48px;
} }
.slider-track {
position: absolute;
width: 100%;
height: 8px;
background: rgba(255, 255, 255, 0.2);
border-radius: 4px;
top: 20px;
}
.slider-fill {
position: absolute;
height: 8px;
background: rgba(0, 150, 255, 0.6);
border-radius: 4px;
top: 20px;
transition: width 0.3s ease-out;
}
.slider-thumb {
position: absolute;
width: 16px;
height: 16px;
background: white;
border: 2px solid rgb(0, 150, 255);
border-radius: 50%;
top: 16px;
transform: translateX(-50%);
cursor: pointer;
transition: transform 0.1s ease;
}
.slider-thumb:hover {
transform: translateX(-50%) scale(1.1);
}
input[type="range"] {
position: absolute;
width: 100%;
top: 12px;
margin: 0;
opacity: 0;
cursor: pointer;
}
.control-panel-info { .control-panel-info {
color: white; color: white;
margin-bottom: 15px; margin-bottom: 15px;
@@ -141,26 +191,77 @@ export class ControlPanel extends LitElement implements Layer {
background-color: rgba(0, 0, 0, 0.3); background-color: rgba(0, 0, 0, 0.3);
border-radius: 5px; border-radius: 5px;
} }
.info-row { .info-row {
display: flex; display: flex;
justify-content: space-between; justify-content: space-between;
margin-bottom: 5px; margin-bottom: 5px;
} }
.info-label { .info-label {
font-weight: bold; font-weight: bold;
} }
label { label {
display: block; display: block;
color: white; color: white;
margin-bottom: 5px; margin-bottom: 5px;
} }
input[type="range"] {
width: 100%;
}
.slider-value { .slider-value {
color: white; color: white;
text-align: right; text-align: right;
} }
.attack-slider {
position: relative;
margin-bottom: 15px;
height: 48px;
}
.attack-slider .slider-track {
position: absolute;
width: 100%;
height: 8px;
background: rgba(255, 255, 255, 0.2);
border-radius: 4px;
top: 20px;
}
.attack-slider .slider-fill {
position: absolute;
height: 8px;
background: rgba(255, 0, 0, 0.6);
border-radius: 4px;
top: 20px;
transition: width 0.3s ease-out;
}
.attack-slider .slider-thumb {
position: absolute;
width: 16px;
height: 16px;
background: white;
border: 2px solid rgb(255, 0, 0);
border-radius: 50%;
top: 16px;
transform: translateX(-50%);
cursor: pointer;
transition: transform 0.1s ease;
}
.attack-slider .slider-thumb:hover {
transform: translateX(-50%) scale(1.1);
}
.attack-slider input[type="range"] {
position: absolute;
width: 100%;
top: 12px;
margin: 0;
opacity: 0;
cursor: pointer;
}
`; `;
render() { render() {
@@ -184,21 +285,39 @@ export class ControlPanel extends LitElement implements Layer {
<span>${renderNumber(this._goldPerSecond)}</span> <span>${renderNumber(this._goldPerSecond)}</span>
</div> </div>
</div> </div>
<div class="slider-container"> <div class="slider-container">
<label for="numTroops">Troops: ${renderTroops(this._troops)} | Workers: ${renderTroops(this._workers)}</label> <label>Troops: ${renderTroops(this._troops)} | Workers: ${renderTroops(this._workers)}</label>
<input type="range" id="numTroops" min="1" max="10" .value=${this.targetTroopRatio * 10} <div class="slider-track"></div>
@input=${(e: Event) => { <div class="slider-fill" style="width: ${this.currentTroopRatio * 100}%"></div>
this.targetTroopRatio = parseInt((e.target as HTMLInputElement).value) / 10; <div class="slider-thumb" style="left: ${this.targetTroopRatio * 100}%"></div>
<input
type="range"
min="1"
max="100"
.value=${this.targetTroopRatio * 100}
@input=${(e: Event) => {
this.targetTroopRatio = parseInt((e.target as HTMLInputElement).value) / 100;
this.onTroopChange(this.targetTroopRatio); this.onTroopChange(this.targetTroopRatio);
}}> }}
>
</div> </div>
<div class="slider-container">
<label for="numTroops">Attack Ratio: ${this.attackRatio * 100}%</label> <div class="attack-slider">
<input type="range" id="numTroops" min="1" max="10" value=${this.attackRatio * 10} <label>Attack Ratio: ${(this.attackRatio * 100).toFixed(0)}%</label>
@input=${(e: Event) => { <div class="slider-track"></div>
this.attackRatio = parseInt((e.target as HTMLInputElement).value) / 10; <div class="slider-fill" style="width: ${this.attackRatio * 100}%"></div>
<div class="slider-thumb" style="left: ${this.attackRatio * 100}%"></div>
<input
type="range"
min="1"
max="100"
.value=${this.attackRatio * 100}
@input=${(e: Event) => {
this.attackRatio = parseInt((e.target as HTMLInputElement).value) / 100;
this.onAttackRatioChange(this.attackRatio); this.onAttackRatioChange(this.attackRatio);
}}> }}
>
</div> </div>
</div> </div>
`; `;
+1 -1
View File
@@ -163,7 +163,7 @@ export class DefaultConfig implements Config {
} }
troopAdjustmentRate(player: Player): number { troopAdjustmentRate(player: Player): number {
const maxDiff = this.maxPopulation(player) / 300 const maxDiff = this.maxPopulation(player) / 1000
const target = player.population() * player.targetTroopRatio() const target = player.population() * player.targetTroopRatio()
const diff = target - player.troops() const diff = target - player.troops()
if (Math.abs(diff) < maxDiff) { if (Math.abs(diff) < maxDiff) {
+1 -1
View File
@@ -6,7 +6,7 @@ export const devConfig = new class extends DefaultConfig {
return 95 return 95
} }
numSpawnPhaseTurns(): number { numSpawnPhaseTurns(): number {
return 40 return 20
} }
gameCreationRate(): number { gameCreationRate(): number {
return 20 * 1000 return 20 * 1000