Fixed ship facing angle animation (avoid a 360 turn)
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@ -3,6 +3,8 @@ module SpaceTac.Game {
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// Generic tools functions
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export class Tools {
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// Copy an object (only a shallow copy of immediate properties)
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static copyObject<T> (object: T): T {
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var objectCopy = <T>{};
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@ -76,7 +76,7 @@ module SpaceTac.View {
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var tween_sprite = this.game.tweens.create(this.sprite);
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tween_group.to({x: x, y: y});
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tween_group.start();
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tween_sprite.to({rotation: facing_angle});
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Tools.rotationTween(tween_sprite, facing_angle);
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tween_sprite.start();
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} else {
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this.x = x;
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39
src/scripts/view/common/Tools.ts
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39
src/scripts/view/common/Tools.ts
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@ -0,0 +1,39 @@
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module SpaceTac.View {
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"use strict";
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// Common UI tools functions
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export class Tools {
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// Constraint an angle in radians the ]-pi;pi] range.
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static normalizeAngle(angle: number): number {
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angle = angle % (2 * Math.PI);
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if (angle <= -Math.PI) {
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return angle + 2 * Math.PI;
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} else if (angle > Math.PI) {
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return angle - 2 * Math.PI;
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} else {
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return angle;
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}
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}
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// Interpolate a rotation value
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// This will take into account the 2*pi modulo
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static rotationTween(tween: Phaser.Tween, dest: number, property: string = "rotation"): void {
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// Immediately change the object's current rotation to be in range (-pi,pi)
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var value = Tools.normalizeAngle(tween.target[property]);
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tween.target[property] = value;
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// Update the tween
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dest = Tools.normalizeAngle(dest);
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if (value - dest > Math.PI) {
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dest += 2 * Math.PI;
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} else if (value - dest < -Math.PI) {
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dest -= 2 * Math.PI;
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}
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console.log(value, dest);
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var changes: Object = {};
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changes[property] = dest;
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tween.to(changes);
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}
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}
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}
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16
src/scripts/view/specs/Tools.spec.ts
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16
src/scripts/view/specs/Tools.spec.ts
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@ -0,0 +1,16 @@
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/// <reference path="../../definitions/jasmine.d.ts"/>
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module SpaceTac.View.Specs {
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"use strict";
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describe("Tools", () => {
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it("normalizes angles", () => {
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expect(Tools.normalizeAngle(0)).toEqual(0);
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expect(Tools.normalizeAngle(0.1)).toBeCloseTo(0.1, 0.000001);
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expect(Tools.normalizeAngle(Math.PI)).toBeCloseTo(Math.PI, 0.000001);
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expect(Tools.normalizeAngle(Math.PI + 0.5)).toBeCloseTo(-Math.PI + 0.5, 0.000001);
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expect(Tools.normalizeAngle(-Math.PI)).toBeCloseTo(Math.PI, 0.000001);
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expect(Tools.normalizeAngle(-Math.PI - 0.5)).toBeCloseTo(Math.PI - 0.5, 0.000001);
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});
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});
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}
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