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spacetac/src/ui/map/StarSystemDisplay.ts

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module TS.SpaceTac.UI {
// Group to display a star system
export class StarSystemDisplay extends Phaser.Image {
view: UniverseMapView;
circles: Phaser.Group;
starsystem: Star;
player: Player;
fleet_display: FleetDisplay;
locations: [StarLocation, Phaser.Image, Phaser.Image][] = [];
constructor(parent: UniverseMapView, starsystem: Star) {
super(parent.game, starsystem.x, starsystem.y, "map-starsystem-background");
this.view = parent;
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.circles = new Phaser.Group(this.game);
this.addChild(this.circles);
this.addCircle(starsystem.radius);
// Show locations
starsystem.locations.map(location => {
let location_sprite: Phaser.Image | null = null;
let fleet_move = () => {
if (location == this.player.fleet.location) {
if (location.shop) {
this.view.character_sheet.setShop(location.shop);
this.view.character_sheet.show(this.player.fleet.ships[0]);
}
} else {
this.fleet_display.moveToLocation(location);
}
}
if (location.type == StarLocationType.STAR) {
location_sprite = this.addImage(location.x, location.y, "map-location-star", fleet_move);
} else if (location.type == StarLocationType.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 == StarLocationType.WARP) {
location_sprite = this.addImage(location.x, location.y, "map-location-warp", fleet_move);
}
this.view.tooltip.bindDynamicText(<Phaser.Button>location_sprite, () => {
let visited = this.player.hasVisitedLocation(location);
let shop = (visited && !location.encounter && location.shop) ? " (shop present)" : "";
if (location == this.player.fleet.location) {
return `Current fleet location${shop}`;
} else {
let loctype = StarLocationType[location.type].toLowerCase();
let danger = (visited && location.encounter) ? " [enemy fleet detected !]" : "";
return `${visited ? "Visited" : "Unvisited"} ${loctype} - Move the fleet there${danger}${shop}`;
}
});
if (location_sprite) {
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, 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;
}
addCircle(radius: number, width = 3, color = 0x424242): Phaser.Graphics {
let circle = this.game.add.graphics(0, 0);
circle.lineStyle(width, color);
circle.drawCircle(0, 0, radius * 2 / this.scale.x);
this.circles.add(circle);
return circle;
}
/**
* Return the sprite code to use for visited status.
*/
getVisitedKey(location: StarLocation) {
if (this.player.hasVisitedLocation(location)) {
if (location.encounter) {
return "map-state-enemy";
} else if (location.shop) {
return "map-state-shop";
} else {
return "map-state-clear";
}
} else {
return "map-state-unknown";
}
}
/**
* Update displayed information, and fog of war
*/
updateInfo(level: number, focus: boolean) {
this.locations.forEach(info => {
info[2].loadTexture(this.getVisitedKey(info[0]));
});
// LOD
let detailed = focus && level == 2;
this.children.forEach(child => this.view.animations.setVisible(child, detailed, 300));
}
}
}