81 lines
3.2 KiB
TypeScript
81 lines
3.2 KiB
TypeScript
module TS.SpaceTac.UI {
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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: Star;
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player: Player;
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fleet_display: FleetDisplay;
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locations: [StarLocation, Phaser.Image, Phaser.Image][] = [];
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constructor(parent: UniverseMapView, starsystem: 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.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 == StarLocationType.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 == StarLocationType.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 == StarLocationType.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 = 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, 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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}
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addCircle(radius, width = 3, color = 0x424242): Phaser.Graphics {
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let circle = this.game.add.graphics(0, 0);
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circle.lineStyle(width, color);
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circle.drawCircle(0, 0, radius * 2 / this.scale.x);
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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: 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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