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Fixed ship facing angle animation (avoid a 360 turn)

This commit is contained in:
Michaël Lemaire 2015-01-26 01:00:00 +01:00 committed by Michaël Lemaire
parent 36b54e7b75
commit 38d40fbe58
4 changed files with 58 additions and 1 deletions

View file

@ -3,6 +3,8 @@ module SpaceTac.Game {
// Generic tools functions
export class Tools {
// Copy an object (only a shallow copy of immediate properties)
static copyObject<T> (object: T): T {
var objectCopy = <T>{};

View file

@ -76,7 +76,7 @@ module SpaceTac.View {
var tween_sprite = this.game.tweens.create(this.sprite);
tween_group.to({x: x, y: y});
tween_group.start();
tween_sprite.to({rotation: facing_angle});
Tools.rotationTween(tween_sprite, facing_angle);
tween_sprite.start();
} else {
this.x = x;

View file

@ -0,0 +1,39 @@
module SpaceTac.View {
"use strict";
// Common UI tools functions
export class Tools {
// Constraint an angle in radians the ]-pi;pi] range.
static normalizeAngle(angle: number): number {
angle = angle % (2 * Math.PI);
if (angle <= -Math.PI) {
return angle + 2 * Math.PI;
} else if (angle > Math.PI) {
return angle - 2 * Math.PI;
} else {
return angle;
}
}
// Interpolate a rotation value
// This will take into account the 2*pi modulo
static rotationTween(tween: Phaser.Tween, dest: number, property: string = "rotation"): void {
// Immediately change the object's current rotation to be in range (-pi,pi)
var value = Tools.normalizeAngle(tween.target[property]);
tween.target[property] = value;
// Update the tween
dest = Tools.normalizeAngle(dest);
if (value - dest > Math.PI) {
dest += 2 * Math.PI;
} else if (value - dest < -Math.PI) {
dest -= 2 * Math.PI;
}
console.log(value, dest);
var changes: Object = {};
changes[property] = dest;
tween.to(changes);
}
}
}

View file

@ -0,0 +1,16 @@
/// <reference path="../../definitions/jasmine.d.ts"/>
module SpaceTac.View.Specs {
"use strict";
describe("Tools", () => {
it("normalizes angles", () => {
expect(Tools.normalizeAngle(0)).toEqual(0);
expect(Tools.normalizeAngle(0.1)).toBeCloseTo(0.1, 0.000001);
expect(Tools.normalizeAngle(Math.PI)).toBeCloseTo(Math.PI, 0.000001);
expect(Tools.normalizeAngle(Math.PI + 0.5)).toBeCloseTo(-Math.PI + 0.5, 0.000001);
expect(Tools.normalizeAngle(-Math.PI)).toBeCloseTo(Math.PI, 0.000001);
expect(Tools.normalizeAngle(-Math.PI - 0.5)).toBeCloseTo(Math.PI - 0.5, 0.000001);
});
});
}