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spacetac/src/ui/map/UniverseMapView.ts

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TypeScript

/// <reference path="../BaseView.ts"/>
module TS.SpaceTac.UI {
/**
* Interactive map of the universe
*/
export class UniverseMapView extends BaseView {
// Displayed universe
universe = new Universe();
// Interacting player
player = new Player();
// Layers
layer_universe: Phaser.Group;
layer_overlay: Phaser.Group;
// Star systems
starsystems: StarSystemDisplay[] = [];
starlinks: Phaser.Graphics[] = [];
// Fleets
player_fleet: FleetDisplay;
// Frame to highlight current location
current_location: CurrentLocationMarker;
// Button to jump to another system
button_jump: Phaser.Button;
// Character sheet
character_sheet: CharacterSheet;
// Zoom level
zoom = 0;
/**
* Init the view, binding it to a universe
*/
init(universe: Universe, player: Player) {
super.init();
this.universe = universe;
this.player = player;
}
/**
* Create view graphics
*/
create() {
super.create();
this.layer_universe = this.addLayer("universe");
this.layer_overlay = this.addLayer("overlay");
this.starlinks = this.universe.starlinks.map(starlink => {
let loc1 = starlink.first.getWarpLocationTo(starlink.second);
let loc2 = starlink.second.getWarpLocationTo(starlink.first);
let result = new Phaser.Graphics(this.game);
if (loc1 && loc2) {
result.lineStyle(0.005, 0x8bbeff);
result.moveTo(starlink.first.x - 0.5 + loc1.x, starlink.first.y - 0.5 + loc1.y);
result.lineTo(starlink.second.x - 0.5 + loc2.x, starlink.second.y - 0.5 + loc2.y);
}
result.data.link = starlink;
return result;
});
this.starlinks.forEach(starlink => this.layer_universe.add(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.layer_universe.add(starsystem));
this.layer_universe.add(this.player_fleet);
this.current_location = new CurrentLocationMarker(this, this.player_fleet);
this.layer_universe.add(this.current_location);
this.button_jump = new Phaser.Button(this.game, 0, 0, "map-button-jump", () => this.doJump());
this.button_jump.anchor.set(0.5, 0.5);
this.button_jump.visible = false;
this.layer_universe.add(this.button_jump);
this.tooltip.bindStaticText(this.button_jump, "Engage warp drive to jump to another star system");
let button = new Phaser.Button(this.game, 1520, 100, "map-zoom-in", () => this.setZoom(this.zoom + 1));
button.anchor.set(0.5, 0.5);
this.layer_overlay.add(button);
this.tooltip.bindStaticText(button, "Zoom in");
button = new Phaser.Button(this.game, 1520, 980, "map-zoom-out", () => this.setZoom(this.zoom - 1));
button.anchor.set(0.5, 0.5);
this.layer_overlay.add(button);
this.tooltip.bindStaticText(button, "Zoom out");
this.character_sheet = new CharacterSheet(this, this.getWidth() - 307);
this.character_sheet.show(this.player.fleet.ships[0], false);
this.character_sheet.hide(false);
this.layer_overlay.add(this.character_sheet);
this.gameui.audio.startMusic("spring-thaw");
// Inputs
this.inputs.bindCheat("r", "Reveal whole map", () => this.revealAll());
this.setZoom(2);
// Trigger an auto-save any time we go back to the map
this.autoSave();
}
/**
* Leaving the view, unbind and destroy
*/
shutdown() {
this.universe = new Universe();
this.player = new Player();
super.shutdown();
}
/**
* Refresh the view
*/
refresh() {
this.setZoom(this.zoom);
}
/**
* Update info on all star systems (fog of war, available data...)
*/
updateInfo(current_star: Star | null) {
this.current_location.setZoom(this.zoom);
this.starlinks.forEach(linkgraphics => {
let link = <StarLink>linkgraphics.data.link;
linkgraphics.visible = this.player.hasVisitedSystem(link.first) || this.player.hasVisitedSystem(link.second);
})
this.starsystems.forEach(system => system.updateInfo(this.zoom, system.starsystem == current_star));
let location = this.player.fleet.location;
if (location && location.type == StarLocationType.WARP && this.zoom >= 2) {
let angle = Math.atan2(location.y, location.x);
this.button_jump.scale.set(location.star.radius * 0.002, location.star.radius * 0.002);
this.button_jump.position.set(location.star.x + location.x + 0.02 * Math.cos(angle), location.star.y + location.y + 0.02 * Math.sin(angle));
this.animations.setVisible(this.button_jump, true, 300);
} else {
this.animations.setVisible(this.button_jump, false, 300);
}
}
/**
* Reveal the whole map (this is a cheat)
*/
revealAll(): void {
this.universe.stars.forEach(star => {
star.locations.forEach(location => {
this.player.setVisited(location);
});
});
this.refresh();
}
/**
* Set the camera to center on a target, and to display a given span in height
*/
setCamera(x: number, y: number, span: number, duration = 500, easing = Phaser.Easing.Cubic.InOut) {
let scale = 1000 / span;
this.tweens.create(this.layer_universe.position).to({ x: 800 - x * scale, y: 540 - y * scale }, duration, easing).start();
this.tweens.create(this.layer_universe.scale).to({ x: scale, y: scale }, duration, easing).start();
}
/**
* Set the current zoom level (0, 1 or 2)
*/
setZoom(level: number) {
let current_star = this.player.fleet.location ? this.player.fleet.location.star : null;
if (!current_star || level <= 0) {
this.setCamera(0, 0, this.universe.radius * 2);
this.zoom = 0;
} else if (level == 1) {
// TODO Zoom to next-jump accessible
this.setCamera(current_star.x, current_star.y, this.universe.radius * 0.5);
this.zoom = 1;
} else {
this.setCamera(current_star.x, current_star.y, current_star.radius * 2);
this.zoom = 2;
}
this.updateInfo(current_star);
}
/**
* Do the jump animation to another system
*/
doJump() {
if (this.player.fleet.location && this.player.fleet.location.type == StarLocationType.WARP && this.player.fleet.location.jump_dest) {
this.animations.setVisible(this.button_jump, false, 300);
let dest_location = this.player.fleet.location.jump_dest;
let dest_star = dest_location.star;
this.player_fleet.moveToLocation(dest_location, 3, duration => {
this.timer.schedule(duration / 2, () => this.updateInfo(dest_star));
this.setCamera(dest_star.x, dest_star.y, dest_star.radius * 2, duration, Phaser.Easing.Cubic.Out);
});
}
}
}
}