diff --git a/src/view/TestGame.ts b/src/view/TestGame.ts
index c9e46f9..f215f5d 100644
--- a/src/view/TestGame.ts
+++ b/src/view/TestGame.ts
@@ -1,4 +1,5 @@
///
+///
module TS.SpaceTac.View.Specs {
// Test game wrapper (use instead of jasmine 'it')
@@ -42,4 +43,14 @@ module TS.SpaceTac.View.Specs {
func(battleview);
}, battleview, player, battle);
}
+
+ // Test game wrapper, with a map initialized on a random universe
+ export function inmapview_it(desc: string, func: (mapview: UniverseMapView) => void) {
+ var mapview = new UniverseMapView();
+ var session = new Game.GameSession();
+ session.startNewGame();
+ ingame_it(desc, (game: Phaser.Game, state: Phaser.State) => {
+ func(mapview);
+ }, mapview, session.universe, session.player);
+ }
}
diff --git a/src/view/map/FleetDisplay.spec.ts b/src/view/map/FleetDisplay.spec.ts
new file mode 100644
index 0000000..bf78b6d
--- /dev/null
+++ b/src/view/map/FleetDisplay.spec.ts
@@ -0,0 +1,18 @@
+module TS.SpaceTac.View.Specs {
+ describe("FleetDisplay", () => {
+ inmapview_it("orbits the fleet around its current location", mapview => {
+ let fleet = mapview.player_fleet;
+
+ fleet.loopOrbit();
+ expect(fleet.rotation).toBe(0);
+
+ mapview.game.tweens.update();
+ let tween = first(mapview.game.tweens.getAll(), tw => tw.target == fleet);
+ let tweendata = tween.generateData(0.1);
+ expect(tweendata.length).toEqual(3);
+ expect(tweendata[0].rotation).toBeCloseTo(-Math.PI * 2 / 3);
+ expect(tweendata[1].rotation).toBeCloseTo(-Math.PI * 4 / 3);
+ expect(tweendata[2].rotation).toBeCloseTo(-Math.PI * 2);
+ });
+ });
+}
diff --git a/src/view/map/FleetDisplay.ts b/src/view/map/FleetDisplay.ts
new file mode 100644
index 0000000..01aa414
--- /dev/null
+++ b/src/view/map/FleetDisplay.ts
@@ -0,0 +1,92 @@
+module TS.SpaceTac.View {
+ const SCALING = 0.00005;
+ const LOCATIONS: [number, number][] = [
+ [80, 0],
+ [0, -50],
+ [0, 50],
+ [-80, 0],
+ [0, 0],
+ ];
+ const PI2 = Math.PI * 2;
+
+ /**
+ * Group to display a fleet
+ */
+ export class FleetDisplay extends Phaser.Group {
+ private map: UniverseMapView;
+ private fleet: Game.Fleet;
+ private tween: Phaser.Tween;
+
+ constructor(parent: UniverseMapView, fleet: Game.Fleet) {
+ super(parent.game);
+
+ this.map = parent;
+ this.fleet = fleet;
+
+ fleet.ships.forEach((ship, index) => {
+ let offset = LOCATIONS[index];
+ let sprite = this.game.add.image(offset[0], offset[1] + 150, `ship-${ship.model}-sprite`, 0, this);
+ sprite.anchor.set(0.5, 0.5);
+ });
+
+ this.position.set(fleet.location.star.x + fleet.location.x, fleet.location.star.y + fleet.location.y);
+ this.scale.set(SCALING, SCALING);
+
+ this.tween = this.game.tweens.create(this);
+ this.loopOrbit();
+ }
+
+ /**
+ * Animate to a given position in orbit of its current star location
+ */
+ goToOrbitPoint(angle: number, speed = 1, then: Function | null = null, ease = false) {
+ this.tween.stop(false);
+ this.rotation %= PI2;
+
+ let target = -angle;
+ while (target >= this.rotation) {
+ target -= PI2;
+ }
+ let distance = Math.abs(target - this.rotation) / PI2;
+ 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);
+ }
+ this.tween.start();
+ }
+
+ /**
+ * Make the fleet loop in orbit
+ */
+ loopOrbit() {
+ this.goToOrbitPoint(this.rotation + PI2, 1, () => {
+ this.loopOrbit();
+ });
+ }
+
+ /**
+ * Make the fleet move to another location in the same system
+ */
+ moveToLocation(location: Game.StarLocation) {
+ if (location != this.fleet.location) {
+ let dx = location.x - this.fleet.location.x;
+ let dy = location.y - this.fleet.location.y;
+ let distance = Math.sqrt(dx * dx + dy * dy);
+ let angle = Math.atan2(dx, dy);
+ this.goToOrbitPoint(angle - Math.PI / 2, 20, () => {
+ let tween = this.game.tweens.create(this.position).to({ x: this.x + dx, y: this.y + dy }, 10000 * distance, Phaser.Easing.Cubic.Out);
+ tween.onComplete.addOnce(() => {
+ this.fleet.setLocation(location);
+ if (this.fleet.battle) {
+ this.game.state.start("router");
+ } else {
+ this.map.updateInfo();
+ this.loopOrbit();
+ }
+ });
+ tween.start();
+ }, true);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/src/view/map/StarSystemDisplay.ts b/src/view/map/StarSystemDisplay.ts
index c012edf..2d24865 100644
--- a/src/view/map/StarSystemDisplay.ts
+++ b/src/view/map/StarSystemDisplay.ts
@@ -2,42 +2,52 @@ module TS.SpaceTac.View {
// Group to display a star system
export class StarSystemDisplay extends Phaser.Image {
starsystem: Game.Star;
+ player: Game.Player;
+ fleet_display: FleetDisplay;
+ locations: [Game.StarLocation, Phaser.Image, Phaser.Image][] = [];
constructor(parent: UniverseMapView, starsystem: Game.Star) {
super(parent.game, starsystem.x, starsystem.y, "map-starsystem-background");
+
this.anchor.set(0.5, 0.5);
let scale = this.width;
this.scale.set(starsystem.radius * 2 / scale);
this.starsystem = starsystem;
+ this.player = parent.player;
+ this.fleet_display = parent.player_fleet;
// Show boundary
this.addCircle(starsystem.radius);
// Show locations
- starsystem.locations.forEach(location => {
+ starsystem.locations.map(location => {
let location_sprite: Phaser.Image | null = null;
+ let fleet_move = () => this.fleet_display.moveToLocation(location);
if (location.type == Game.StarLocationType.STAR) {
- location_sprite = this.addImage(location.x, location.y, "map-location-star");
+ location_sprite = this.addImage(location.x, location.y, "map-location-star", fleet_move);
} else if (location.type == Game.StarLocationType.PLANET) {
- location_sprite = this.addImage(location.x, location.y, "map-location-planet");
+ location_sprite = this.addImage(location.x, location.y, "map-location-planet", fleet_move);
location_sprite.rotation = Math.atan2(location.y, location.x);
this.addCircle(Math.sqrt(location.x * location.x + location.y * location.y), 1);
} else if (location.type == Game.StarLocationType.WARP) {
- location_sprite = this.addImage(location.x, location.y, "map-location-warp");
+ location_sprite = this.addImage(location.x, location.y, "map-location-warp", fleet_move);
}
if (location_sprite) {
- let key = parent.player.hasVisitedLocation(location) ? (location.encounter ? "map-state-enemy" : "map-state-clear") : "map-state-unknown";
- this.addImage(location.x + 0.005, location.y + 0.005, key);
+ let key = this.getVisitedKey(location);
+ let status_badge = this.addImage(location.x + 0.005, location.y + 0.005, key);
+ this.locations.push([location, location_sprite, status_badge]);
}
});
}
- addImage(x: number, y: number, key: string): Phaser.Image {
- let image = this.game.add.image(x / this.scale.x, y / this.scale.y, key);
+ addImage(x: number, y: number, key: string, onclick: Function | null = null): Phaser.Image {
+ x /= this.scale.x;
+ y /= this.scale.y;
+ let image = onclick ? this.game.add.button(x, y, key, onclick) : this.game.add.image(x, y, key);
image.anchor.set(0.5, 0.5);
this.addChild(image);
return image;
@@ -50,5 +60,21 @@ module TS.SpaceTac.View {
this.addChild(circle);
return circle;
}
+
+ /**
+ * Return the sprite code to use for visited status.
+ */
+ getVisitedKey(location: Game.StarLocation) {
+ return this.player.hasVisitedLocation(location) ? (location.encounter ? "map-state-enemy" : "map-state-clear") : "map-state-unknown";
+ }
+
+ /**
+ * Update displayed information, and fog of war
+ */
+ updateInfo() {
+ this.locations.forEach(info => {
+ info[2].loadTexture(this.getVisitedKey(info[0]));
+ });
+ }
}
}
diff --git a/src/view/map/UniverseMapView.ts b/src/view/map/UniverseMapView.ts
index b8e367c..e18286f 100644
--- a/src/view/map/UniverseMapView.ts
+++ b/src/view/map/UniverseMapView.ts
@@ -14,6 +14,9 @@ module TS.SpaceTac.View {
starsystems: StarSystemDisplay[] = [];
starlinks: Phaser.Graphics[] = [];
+ // Fleets
+ player_fleet: FleetDisplay;
+
// Zoom level
zoom = 0;
@@ -44,9 +47,13 @@ module TS.SpaceTac.View {
});
this.starlinks.forEach(starlink => this.group.addChild(starlink));
+ this.player_fleet = new FleetDisplay(this, this.player.fleet);
+
this.starsystems = this.universe.stars.map(star => new StarSystemDisplay(this, star));
this.starsystems.forEach(starsystem => this.group.addChild(starsystem));
+ this.group.addChild(this.player_fleet);
+
this.setZoom(2);
this.add.button(1830, 100, "map-zoom-in", () => this.setZoom(this.zoom + 1)).anchor.set(0.5, 0.5);
this.add.button(1830, 980, "map-zoom-out", () => this.setZoom(this.zoom - 1)).anchor.set(0.5, 0.5);
@@ -65,6 +72,11 @@ module TS.SpaceTac.View {
super.shutdown();
}
+ // Update info on all star systems (fog of war, available data...)
+ updateInfo() {
+ this.starsystems.forEach(system => system.updateInfo());
+ }
+
// Reveal the whole map (this is a cheat)
revealAll(): void {
this.universe.stars.forEach(star => {