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Fixed fleet orbit animation

This commit is contained in:
Michaël Lemaire 2017-02-09 22:01:37 +01:00
parent 9fce8812a3
commit b7a02e2b37
2 changed files with 7 additions and 7 deletions

View file

@ -35,8 +35,8 @@ module TS.SpaceTac {
this.type = type;
this.x = x;
this.y = y;
this.universe_x = star.x + this.x;
this.universe_y = star.y + this.y;
this.universe_x = this.star.x + this.x;
this.universe_y = this.star.y + this.y;
this.jump_dest = null;
this.encounter = null;

View file

@ -39,7 +39,7 @@ module TS.SpaceTac.UI {
/**
* Animate to a given position in orbit of its current star location
*/
goToOrbitPoint(angle: number, speed = 1, then: Function | null = null, ease = false) {
goToOrbitPoint(angle: number, speed = 1, fullturns = 0, then: Function | null = null, ease = false) {
this.tween.stop(false);
this.rotation %= PI2;
@ -47,9 +47,9 @@ module TS.SpaceTac.UI {
while (target >= this.rotation) {
target -= PI2;
}
target -= PI2;
target -= PI2 * fullturns;
let distance = Math.abs(target - this.rotation) / PI2;
this.tween = this.game.tweens.create(this).to({ rotation: target }, 15000 * distance / speed, ease ? Phaser.Easing.Cubic.In : Phaser.Easing.Linear.None);
this.tween = this.game.tweens.create(this).to({ rotation: target }, 30000 * distance / speed, ease ? Phaser.Easing.Cubic.In : Phaser.Easing.Linear.None);
if (then) {
this.tween.onComplete.addOnce(then);
}
@ -60,7 +60,7 @@ module TS.SpaceTac.UI {
* Make the fleet loop in orbit
*/
loopOrbit() {
this.goToOrbitPoint(this.rotation + PI2, 1, () => {
this.goToOrbitPoint(this.rotation + PI2, 1, 0, () => {
this.loopOrbit();
});
}
@ -74,7 +74,7 @@ module TS.SpaceTac.UI {
let dy = location.universe_y - this.fleet.location.universe_y;
let distance = Math.sqrt(dx * dx + dy * dy);
let angle = Math.atan2(dx, dy);
this.goToOrbitPoint(angle - Math.PI / 2, 20, () => {
this.goToOrbitPoint(angle - Math.PI / 2, 40, 1, () => {
let duration = 10000 * distance / speed;
if (on_leave) {
on_leave(duration);