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Revert arena scaling

This commit is contained in:
Michaël Lemaire 2017-02-19 17:54:19 +01:00
parent 7232373d5b
commit fc483c1967
9 changed files with 13 additions and 14 deletions

1
TODO
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@ -15,7 +15,6 @@
* Add auto-move to attack
* Merge identical sticky effects
* Handle effects overflowing ship tooltip when too numerous
* Proper arena scaling (not graphical, only space coordinates)
* Add a fleet evaluator to make balanced fleets
* Mobile: think UI layout so that fingers do not block the view (right and left handed)
* Mobile: display tooltips larger and on the side of screen where the finger is not

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@ -35,7 +35,7 @@ module TS.SpaceTac {
var ship4 = new Ship(fleet2, "F2S1");
var ship5 = new Ship(fleet2, "F2S2");
var battle = new Battle(fleet1, fleet2);
var battle = new Battle(fleet1, fleet2, 1000, 500);
battle.placeShips();
expect(ship1.arena_x).toBeCloseTo(50, 0.0001);

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@ -24,20 +24,22 @@ module TS.SpaceTac {
drones: Drone[] = [];
// Size of the battle area
width = 1000
height = 500
width: number
height: number
// Timer to use for scheduled things
timer = Timer.global;
// Create a battle between two fleets
constructor(fleet1: Fleet = null, fleet2: Fleet = null) {
constructor(fleet1: Fleet = null, fleet2: Fleet = null, width = 1780, height = 948) {
this.log = new BattleLog();
this.fleets = [fleet1 || new Fleet(), fleet2 || new Fleet()];
this.play_order = [];
this.playing_ship_index = null;
this.playing_ship = null;
this.ended = false;
this.width = width;
this.height = height;
this.fleets.forEach((fleet: Fleet) => {
fleet.setBattle(this);

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@ -7,7 +7,7 @@ module TS.SpaceTac.Equipments {
super(SlotType.Engine, "Conventional Engine");
this.min_level = new IntegerRange(1, 1);
this.distance = new Range(100, 100);
this.distance = new Range(200, 200);
this.ap_usage = new IntegerRange(1);
this.increaseAttribute("initiative", 1);

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@ -5,7 +5,7 @@ module TS.SpaceTac.Equipments {
constructor() {
super("Gatling Gun", 50, 100);
this.setRange(400, 400, false);
this.setRange(600, 600, false);
this.ap_usage = new IntegerRange(3, 4);
this.min_level = new IntegerRange(1, 3);

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@ -5,7 +5,7 @@ module TS.SpaceTac.Equipments {
constructor() {
super("Power Depleter");
this.setRange(300, 400, false);
this.setRange(500, 700, false);
this.ap_usage = new IntegerRange(4, 5);
this.min_level = new IntegerRange(1, 3);

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@ -11,8 +11,8 @@ module TS.SpaceTac.Equipments {
this.min_level = new IntegerRange(1, 4);
this.setLifetime(1, 2);
this.setDeployDistance(150, 200);
this.setEffectRadius(60, 180);
this.setDeployDistance(300, 400);
this.setEffectRadius(100, 200);
this.setPowerConsumption(4, 5);
this.addEffect(new ValueEffect("hull"), 30, 60);

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@ -5,8 +5,8 @@ module TS.SpaceTac.Equipments {
constructor() {
super("SubMunition Missile", 30, 50);
this.setRange(300, 400, true);
this.setBlast(100, 150);
this.setRange(500, 700, true);
this.setBlast(150, 200);
this.ap_usage = new IntegerRange(4, 5);
this.min_level = new IntegerRange(1, 3);

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@ -65,8 +65,6 @@ module TS.SpaceTac.UI {
this.range_hint = new RangeHint(this);
this.addChild(this.range_hint);
this.scale.set(1.78, 1.78);
this.init();
}