Added fleet display on map
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@ -1,4 +1,5 @@
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/// <reference path="battle/BattleView.ts"/>
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/// <reference path="map/UniverseMapView.ts"/>
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module TS.SpaceTac.View.Specs {
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// Test game wrapper (use instead of jasmine 'it')
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@ -42,4 +43,14 @@ module TS.SpaceTac.View.Specs {
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func(battleview);
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}, battleview, player, battle);
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}
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// Test game wrapper, with a map initialized on a random universe
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export function inmapview_it(desc: string, func: (mapview: UniverseMapView) => void) {
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var mapview = new UniverseMapView();
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var session = new Game.GameSession();
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session.startNewGame();
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ingame_it(desc, (game: Phaser.Game, state: Phaser.State) => {
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func(mapview);
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}, mapview, session.universe, session.player);
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}
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}
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18
src/view/map/FleetDisplay.spec.ts
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src/view/map/FleetDisplay.spec.ts
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module TS.SpaceTac.View.Specs {
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describe("FleetDisplay", () => {
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inmapview_it("orbits the fleet around its current location", mapview => {
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let fleet = mapview.player_fleet;
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fleet.loopOrbit();
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expect(fleet.rotation).toBe(0);
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mapview.game.tweens.update();
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let tween = first(mapview.game.tweens.getAll(), tw => tw.target == fleet);
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let tweendata = tween.generateData(0.1);
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expect(tweendata.length).toEqual(3);
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expect(tweendata[0].rotation).toBeCloseTo(-Math.PI * 2 / 3);
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expect(tweendata[1].rotation).toBeCloseTo(-Math.PI * 4 / 3);
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expect(tweendata[2].rotation).toBeCloseTo(-Math.PI * 2);
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});
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});
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}
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src/view/map/FleetDisplay.ts
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src/view/map/FleetDisplay.ts
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module TS.SpaceTac.View {
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const SCALING = 0.00005;
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const LOCATIONS: [number, number][] = [
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[80, 0],
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[0, -50],
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[0, 50],
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[-80, 0],
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[0, 0],
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];
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const PI2 = Math.PI * 2;
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/**
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* Group to display a fleet
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*/
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export class FleetDisplay extends Phaser.Group {
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private map: UniverseMapView;
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private fleet: Game.Fleet;
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private tween: Phaser.Tween;
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constructor(parent: UniverseMapView, fleet: Game.Fleet) {
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super(parent.game);
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this.map = parent;
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this.fleet = fleet;
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fleet.ships.forEach((ship, index) => {
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let offset = LOCATIONS[index];
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let sprite = this.game.add.image(offset[0], offset[1] + 150, `ship-${ship.model}-sprite`, 0, this);
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sprite.anchor.set(0.5, 0.5);
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});
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this.position.set(fleet.location.star.x + fleet.location.x, fleet.location.star.y + fleet.location.y);
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this.scale.set(SCALING, SCALING);
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this.tween = this.game.tweens.create(this);
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this.loopOrbit();
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}
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/**
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* Animate to a given position in orbit of its current star location
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*/
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goToOrbitPoint(angle: number, speed = 1, then: Function | null = null, ease = false) {
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this.tween.stop(false);
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this.rotation %= PI2;
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let target = -angle;
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while (target >= this.rotation) {
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target -= PI2;
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}
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let distance = Math.abs(target - this.rotation) / PI2;
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this.tween = this.game.tweens.create(this).to({ rotation: target }, 30000 * distance / speed, ease ? Phaser.Easing.Cubic.In : Phaser.Easing.Linear.None);
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if (then) {
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this.tween.onComplete.addOnce(then);
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}
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this.tween.start();
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}
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/**
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* Make the fleet loop in orbit
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*/
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loopOrbit() {
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this.goToOrbitPoint(this.rotation + PI2, 1, () => {
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this.loopOrbit();
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});
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}
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/**
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* Make the fleet move to another location in the same system
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*/
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moveToLocation(location: Game.StarLocation) {
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if (location != this.fleet.location) {
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let dx = location.x - this.fleet.location.x;
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let dy = location.y - this.fleet.location.y;
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let distance = Math.sqrt(dx * dx + dy * dy);
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let angle = Math.atan2(dx, dy);
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this.goToOrbitPoint(angle - Math.PI / 2, 20, () => {
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let tween = this.game.tweens.create(this.position).to({ x: this.x + dx, y: this.y + dy }, 10000 * distance, Phaser.Easing.Cubic.Out);
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tween.onComplete.addOnce(() => {
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this.fleet.setLocation(location);
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if (this.fleet.battle) {
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this.game.state.start("router");
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} else {
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this.map.updateInfo();
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this.loopOrbit();
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}
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});
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tween.start();
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}, true);
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}
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}
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}
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}
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@ -2,42 +2,52 @@ module TS.SpaceTac.View {
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// Group to display a star system
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export class StarSystemDisplay extends Phaser.Image {
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starsystem: Game.Star;
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player: Game.Player;
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fleet_display: FleetDisplay;
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locations: [Game.StarLocation, Phaser.Image, Phaser.Image][] = [];
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constructor(parent: UniverseMapView, starsystem: Game.Star) {
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super(parent.game, starsystem.x, starsystem.y, "map-starsystem-background");
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this.anchor.set(0.5, 0.5);
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let scale = this.width;
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this.scale.set(starsystem.radius * 2 / scale);
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this.starsystem = starsystem;
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this.player = parent.player;
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this.fleet_display = parent.player_fleet;
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// Show boundary
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this.addCircle(starsystem.radius);
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// Show locations
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starsystem.locations.forEach(location => {
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starsystem.locations.map(location => {
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let location_sprite: Phaser.Image | null = null;
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let fleet_move = () => this.fleet_display.moveToLocation(location);
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if (location.type == Game.StarLocationType.STAR) {
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location_sprite = this.addImage(location.x, location.y, "map-location-star");
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location_sprite = this.addImage(location.x, location.y, "map-location-star", fleet_move);
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} else if (location.type == Game.StarLocationType.PLANET) {
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location_sprite = this.addImage(location.x, location.y, "map-location-planet");
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location_sprite = this.addImage(location.x, location.y, "map-location-planet", fleet_move);
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location_sprite.rotation = Math.atan2(location.y, location.x);
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this.addCircle(Math.sqrt(location.x * location.x + location.y * location.y), 1);
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} else if (location.type == Game.StarLocationType.WARP) {
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location_sprite = this.addImage(location.x, location.y, "map-location-warp");
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location_sprite = this.addImage(location.x, location.y, "map-location-warp", fleet_move);
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}
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if (location_sprite) {
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let key = parent.player.hasVisitedLocation(location) ? (location.encounter ? "map-state-enemy" : "map-state-clear") : "map-state-unknown";
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this.addImage(location.x + 0.005, location.y + 0.005, key);
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let key = this.getVisitedKey(location);
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let status_badge = this.addImage(location.x + 0.005, location.y + 0.005, key);
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this.locations.push([location, location_sprite, status_badge]);
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}
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});
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}
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addImage(x: number, y: number, key: string): Phaser.Image {
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let image = this.game.add.image(x / this.scale.x, y / this.scale.y, key);
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addImage(x: number, y: number, key: string, onclick: Function | null = null): Phaser.Image {
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x /= this.scale.x;
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y /= this.scale.y;
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let image = onclick ? this.game.add.button(x, y, key, onclick) : this.game.add.image(x, y, key);
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image.anchor.set(0.5, 0.5);
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this.addChild(image);
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return image;
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@ -50,5 +60,21 @@ module TS.SpaceTac.View {
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this.addChild(circle);
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return circle;
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}
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/**
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* Return the sprite code to use for visited status.
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*/
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getVisitedKey(location: Game.StarLocation) {
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return this.player.hasVisitedLocation(location) ? (location.encounter ? "map-state-enemy" : "map-state-clear") : "map-state-unknown";
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}
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/**
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* Update displayed information, and fog of war
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*/
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updateInfo() {
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this.locations.forEach(info => {
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info[2].loadTexture(this.getVisitedKey(info[0]));
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});
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}
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}
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}
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@ -14,6 +14,9 @@ module TS.SpaceTac.View {
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starsystems: StarSystemDisplay[] = [];
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starlinks: Phaser.Graphics[] = [];
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// Fleets
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player_fleet: FleetDisplay;
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// Zoom level
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zoom = 0;
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});
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this.starlinks.forEach(starlink => this.group.addChild(starlink));
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this.player_fleet = new FleetDisplay(this, this.player.fleet);
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this.starsystems = this.universe.stars.map(star => new StarSystemDisplay(this, star));
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this.starsystems.forEach(starsystem => this.group.addChild(starsystem));
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this.group.addChild(this.player_fleet);
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this.setZoom(2);
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this.add.button(1830, 100, "map-zoom-in", () => this.setZoom(this.zoom + 1)).anchor.set(0.5, 0.5);
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this.add.button(1830, 980, "map-zoom-out", () => this.setZoom(this.zoom - 1)).anchor.set(0.5, 0.5);
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@ -65,6 +72,11 @@ module TS.SpaceTac.View {
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super.shutdown();
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}
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// Update info on all star systems (fog of war, available data...)
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updateInfo() {
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this.starsystems.forEach(system => system.updateInfo());
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}
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// Reveal the whole map (this is a cheat)
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revealAll(): void {
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this.universe.stars.forEach(star => {
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