five-on-it / apps/client/src/gui/game-ui / GameUi
Interface: GameUi
Defined in: apps/client/src/gui/game-ui.ts:105
The in-game UI.
Methods
carTag()
carTag(
kind,anchor):void
Defined in: apps/client/src/gui/game-ui.ts:109
The tag over a car (anchor gives the point over its roof every frame), or none.
Parameters
kind
CarTagKind | undefined
anchor
() => WorldPoint | undefined
Returns
void
claims()
claims(
event):boolean
Defined in: apps/client/src/gui/game-ui.ts:146
Whether a key press went to a field of the UI rather than to the game.
Parameters
event
KeyboardEvent
Returns
boolean
covers()
covers(
x,y):boolean
Defined in: apps/client/src/gui/game-ui.ts:144
Whether a point of the canvas (CSS px) is on a panel that takes the mouse.
Parameters
x
number
y
number
Returns
boolean
debug()
debug():
GuiDebug
Defined in: apps/client/src/gui/game-ui.ts:150
What the tests read.
Returns
dispose()
dispose():
void
Defined in: apps/client/src/gui/game-ui.ts:152
Removes it from the scene.
Returns
void
garage()
garage(
view):void
Defined in: apps/client/src/gui/game-ui.ts:124
A garage's panel at the wheel of a car standing in its bay, or none.
Parameters
view
GarageView | undefined
Returns
void
items()
items(
inventory,container,cash):void
Defined in: apps/client/src/gui/game-ui.ts:118
The inventory strip and the open container's or shop's panel.
Parameters
inventory
InventoryView | undefined
container
ContainerView | undefined
cash
number
Returns
void
mission()
mission(
mission,notices,cash,bank?):void
Defined in: apps/client/src/gui/game-ui.ts:111
The mission panel and a race's readout.
Parameters
mission
{ chase?: { distance: number; }; checkpoint?: boolean; completed: number; escort?: { following: boolean; health: number; }; group?: { done: number; need: number; }; hand?: object[]; helpline?: string; hold?: { distance?: number; left: number; total: number; }; members?: object[]; mission?: string; objective?: { count: number; id: string; index: number; text: string; verb: string; }; party?: object[]; photo?: { x: number; z: number; }; race?: { gate: number; gates: number; lap: number; laps: number; position: number; racers: number; startsIn?: number; }; reason?: string; status: "none" | "failed" | "complete" | "active"; target?: { polygon?: object[]; radius: number; x: number; y?: number; z: number; }; targets?: object[]; timeLeft?: number; title?: string; total: number; type: "mission"; wallet: { cash: number; rep: number; }; winner?: string; } | undefined
notices
readonly ShownNotice[]
cash
number | undefined
bank?
number
Returns
void
phone()
phone(
phone,ui,radio?,jobs?,scanner?,police?,tech?,cops?):void
Defined in: apps/client/src/gui/game-ui.ts:131
The phone as the server says it and the player holds it; the radio, for its Radio page (and what plays, said on it); the Jobs app's view, in the city; the police scanner's page, when the player carries one; the negotiator's call, while one is on; the player's own tech, for the Tech page; the cops' frame, for the Dispatch and Bounties pages.
Parameters
phone
{ apps: object[]; calls: object[]; camera?: { note?: "subject" | "missed" | "away" | "saved"; shots: number; }; contacts: object[]; has: boolean; messages: object[]; screen?: { app: string; buttons: object[]; form: object[]; kind: "app" | "keypad"; name: string; note?: string; noteKey?: "wrongCode" | "nothing"; source: "phone" | "world"; text: string; title?: string; }; talk?: { choices: object[]; dialogue: string; goesOn: boolean; line?: string; note?: string; speaker?: string; state: "ringing" | "talking"; via: "call" | "face"; with: string; }; type: "phone"; unread: number; waypoint?: { label?: string; x: number; z: number; }; } | undefined
ui
radio?
PhoneRadio & object
jobs?
scanner?
police?
tech?
backdoor
boolean = ...
battery
number = ...
cruiser
number = ...
fried
boolean = ...
hacking
number = ...
jammer
boolean = ...
jamming
boolean = ...
lawyer
number = ...
loop
number = ...
scout
number = ...
smoked
boolean = ...
tipped
boolean = ...
traffic
number = ...
cops?
bounties
{ list: object[]; on: boolean; } = ...
Whether their bounty board is on, and the room's bounties when it is.
bounties.list
object[] = ...
bounties.on
boolean = ...
cop?
{ budget: number; costs: number[]; cuff?: { client: number; progress: number; }; dispatcher: boolean; last?: { answer: "rate" | "cooldown" | "failed" | "budget" | "ok" | "notCop" | "dispatcherOnly" | "noSuspect" | "noRoad" | "noBuilding" | "room"; n: number; order: "swat" | "roadblock" | "drone" | "cruiser"; }; max: number; ready: number[]; suspects: object[]; units: object[]; } = ...
Their dispatch, when they play the police.
cop.budget
number = count
The team's budget now and at most (points).
cop.costs
number[] = ...
What each order costs (points), in COP_ORDERS' order.
cop.cuff?
{ client: number; progress: number; } = ...
The cuffs under way: the robber's client id and how far along (0 to 1).
cop.cuff.client
number = ...
cop.cuff.progress
number = ...
cop.dispatcher
boolean = ...
Whether they took the Dispatcher's role (P2: orders at a point of the map).
cop.last?
{ answer: "rate" | "cooldown" | "failed" | "budget" | "ok" | "notCop" | "dispatcherOnly" | "noSuspect" | "noRoad" | "noBuilding" | "room"; n: number; order: "swat" | "roadblock" | "drone" | "cruiser"; } = ...
The answer to the cop's last order, and its number (one more each order).
cop.last.answer
"rate" | "cooldown" | "failed" | "budget" | "ok" | "notCop" | "dispatcherOnly" | "noSuspect" | "noRoad" | "noBuilding" | "room" = ...
cop.last.n
number = count
cop.last.order
"swat" | "roadblock" | "drone" | "cruiser" = ...
cop.max
number = count
cop.ready
number[] = ...
The seconds before each order is the team's again, in COP_ORDERS' order.
cop.suspects
object[] = ...
The robbers the police know of: where they last placed them (m), their stars, how long ago (s).
cop.units
object[] = ...
The backup the team called that is still out: what, where (m), its seconds left.
transports
object[] = ...
The transports they ride or could stop.
type
"cops" = ...
Returns
void
prompt()
prompt(
prompt,anchor):void
Defined in: apps/client/src/gui/game-ui.ts:107
The prompt over the character (anchor gives its feet every frame), or none.
Parameters
prompt
PromptState | undefined
anchor
() => WorldPoint | undefined
Returns
void
radioWheel()
radioWheel(
view):void
Defined in: apps/client/src/gui/game-ui.ts:142
The radio wheel while its key is held, or none.
Parameters
view
WheelView | undefined
Returns
void
restyle()
restyle():
void
Defined in: apps/client/src/gui/game-ui.ts:148
Lays everything out again (the minimap's size changed).
Returns
void