Temporary fix for compass showing wrong Y axis direction

This commit is contained in:
simon
2018-01-20 10:56:40 -05:00
parent 3ce8fba3cd
commit 859ba0237f
4 changed files with 63 additions and 72 deletions

View File

@@ -1,17 +1,10 @@
var __extends = (this && this.__extends) || (function () {
var extendStatics = Object.setPrototypeOf ||
({__proto__: []} instanceof Array && function (d, b) {
d.__proto__ = b;
}) ||
function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
};
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
return function (d, b) {
extendStatics(d, b);
function __() {
this.constructor = d;
}
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
@@ -219,7 +212,8 @@ var MarGame = /** @class */ (function () {
}
};
MarGame.prototype.initialiseStaticHud = function () {
this.game.add.sprite(0, this.game.camera.height - 150, "sheet", "ui/compass", this.hudGroup);
//todo fix the compass sprite so the Y axis is facing the other way
//this.game.add.sprite(0, this.game.camera.height - 150, "sheet", "ui/compass", this.hudGroup);
this.addDebugMessage(new WorldIndicator(10, 20));
this.tileIndicator = new TileIndicator(10, 40);
this.addDebugMessage(this.tileIndicator);
@@ -349,9 +343,9 @@ var Util = /** @class */ (function () {
case Direction.WEST:
return 0;
case Direction.NORTH:
return 1;
case Direction.SOUTH:
return -1;
case Direction.SOUTH:
return 1;
}
};
return Util;
@@ -560,33 +554,33 @@ var GameClient = /** @class */ (function () {
if (DEBUG) {
console.log("[MAR] Requesting user info");
}
this.socket.send(JSON.stringify({t: "userInfo"}));
this.socket.send(JSON.stringify({ t: "userInfo" }));
};
GameClient.prototype.requestTerrain = function () {
if (DEBUG) {
console.log("[MAR] Requesting terrain for world (" + this.worldX + ", " + this.worldY + ")");
}
this.socket.send(JSON.stringify({t: "terrain", x: this.worldX, y: this.worldY}));
this.socket.send(JSON.stringify({ t: "terrain", x: this.worldX, y: this.worldY }));
this.requestObjects();
};
GameClient.prototype.uploadCode = function (code) {
if (DEBUG) {
console.log("[MAR] Uploaded code");
}
this.socket.send(JSON.stringify({t: "uploadCode", code: code}));
this.socket.send(JSON.stringify({ t: "uploadCode", code: code }));
};
GameClient.prototype.reloadCode = function () {
if (DEBUG) {
console.log("[MAR] Reloading code");
}
this.socket.send(JSON.stringify({t: "codeRequest"}));
this.socket.send(JSON.stringify({ t: "codeRequest" }));
};
GameClient.prototype.sendKeyPress = function (key) {
if (DEBUG) {
console.log("[MAR] Sent KeyPress: " + key);
}
if (key !== 0) {
this.socket.send(JSON.stringify({t: "k", k: key}));
this.socket.send(JSON.stringify({ t: "k", k: key }));
}
};
GameClient.prototype.requestFloppy = function () {
@@ -595,19 +589,19 @@ var GameClient = /** @class */ (function () {
if (DEBUG) {
console.log("[MAR] Requesting floppy");
}
this.socket.send(JSON.stringify({t: "floppyDown"}));
this.socket.send(JSON.stringify({ t: "floppyDown" }));
};
GameClient.prototype.notifyFloppyUp = function () {
if (DEBUG) {
console.log("[MAR] Notifying the game server of floppy upload");
}
this.socket.send(JSON.stringify({t: "floppyUp"}));
this.socket.send(JSON.stringify({ t: "floppyUp" }));
};
GameClient.prototype.requestObjects = function () {
if (DEBUG) {
console.log("[MAR] Requesting game objects");
}
this.socket.send(JSON.stringify({t: "object", x: this.worldX, y: this.worldY}));
this.socket.send(JSON.stringify({ t: "object", x: this.worldX, y: this.worldY }));
};
/**
* Get server info from game website
@@ -673,7 +667,7 @@ var GameClient = /** @class */ (function () {
if (DEBUG) {
console.log("[MAR] Received invalid message, assuming floppy data");
document.getElementById("floppyDown").innerHTML = "<i class=\"fa fa-long-arrow-down\" aria-hidden=\"true\"></i> <i class=\"fa fa-floppy-o\" aria-hidden=\"true\"></i>";
var blob = new Blob([received.data], {type: "application/octet-stream"});
var blob = new Blob([received.data], { type: "application/octet-stream" });
saveAs(blob, "floppy.bin");
}
}
@@ -844,8 +838,8 @@ var Cubot = /** @class */ (function (_super) {
return _this;
}
Cubot.prototype.onTileHover = function () {
mar.game.add.tween(this).to({isoZ: 45}, 200, Phaser.Easing.Quadratic.InOut, true);
mar.game.add.tween(this.scale).to({x: 1.2, y: 1.2}, 200, Phaser.Easing.Linear.None, true);
mar.game.add.tween(this).to({ isoZ: 45 }, 200, Phaser.Easing.Quadratic.InOut, true);
mar.game.add.tween(this.scale).to({ x: 1.2, y: 1.2 }, 200, Phaser.Easing.Linear.None, true);
this.tint = config.cubotHoverTint;
if (this.text !== undefined) {
this.text.visible = true;
@@ -853,8 +847,8 @@ var Cubot = /** @class */ (function (_super) {
this.hovered = true;
};
Cubot.prototype.onTileExit = function () {
mar.game.add.tween(this).to({isoZ: 15}, 400, Phaser.Easing.Bounce.Out, true);
mar.game.add.tween(this.scale).to({x: 1, y: 1}, 200, Phaser.Easing.Linear.None, true);
mar.game.add.tween(this).to({ isoZ: 15 }, 400, Phaser.Easing.Bounce.Out, true);
mar.game.add.tween(this.scale).to({ x: 1, y: 1 }, 200, Phaser.Easing.Linear.None, true);
if (this.text !== undefined) {
this.text.visible = false;
}
@@ -968,10 +962,7 @@ var Cubot = /** @class */ (function (_super) {
var self = this;
var walkAnimation = function (duration) {
//Move the Cubot to desired tile
var tween = mar.game.add.tween(self).to({
isoX: Util.getIsoX(self.tileX),
isoY: Util.getIsoY(self.tileY)
}, duration, Phaser.Easing.Linear.None, true);
var tween = mar.game.add.tween(self).to({ isoX: Util.getIsoX(self.tileX), isoY: Util.getIsoY(self.tileY) }, duration, Phaser.Easing.Linear.None, true);
//Play appropriate animation
switch (self.direction) {
case Direction.NORTH:
@@ -1116,15 +1107,15 @@ var BiomassBlob = /** @class */ (function (_super) {
}
BiomassBlob.prototype.onTileHover = function () {
mar.game.tweens.removeFrom(this);
mar.game.add.tween(this).to({isoZ: 45}, 200, Phaser.Easing.Quadratic.InOut, true);
mar.game.add.tween(this).to({ isoZ: 45 }, 200, Phaser.Easing.Quadratic.InOut, true);
this.tint = config.biomassHoverTint;
mar.game.add.tween(this.scale).to({x: 1.2, y: 1.2}, 200, Phaser.Easing.Linear.None, true);
mar.game.add.tween(this.scale).to({ x: 1.2, y: 1.2 }, 200, Phaser.Easing.Linear.None, true);
this.text.visible = true;
};
BiomassBlob.prototype.onTileExit = function () {
mar.game.tweens.removeFrom(this);
mar.game.add.tween(this).to({isoZ: 15}, 400, Phaser.Easing.Bounce.Out, true);
mar.game.add.tween(this.scale).to({x: 1, y: 1}, 200, Phaser.Easing.Linear.None, true);
mar.game.add.tween(this).to({ isoZ: 15 }, 400, Phaser.Easing.Bounce.Out, true);
mar.game.add.tween(this.scale).to({ x: 1, y: 1 }, 200, Phaser.Easing.Linear.None, true);
this.tint = config.biomassTint;
this.text.visible = false;
};
@@ -1149,15 +1140,15 @@ var Factory = /** @class */ (function (_super) {
}
Factory.prototype.onTileHover = function () {
mar.game.tweens.removeFrom(this);
mar.game.add.tween(this).to({isoZ: 25}, 200, Phaser.Easing.Quadratic.InOut, true);
mar.game.add.tween(this.scale).to({x: 1.06, y: 1.06}, 200, Phaser.Easing.Linear.None, true);
mar.game.add.tween(this).to({ isoZ: 25 }, 200, Phaser.Easing.Quadratic.InOut, true);
mar.game.add.tween(this.scale).to({ x: 1.06, y: 1.06 }, 200, Phaser.Easing.Linear.None, true);
this.tint = config.cubotHoverTint;
this.text.visible = true;
};
Factory.prototype.onTileExit = function () {
mar.game.tweens.removeFrom(this);
mar.game.add.tween(this).to({isoZ: 15}, 400, Phaser.Easing.Bounce.Out, true);
mar.game.add.tween(this.scale).to({x: 1, y: 1}, 200, Phaser.Easing.Linear.None, true);
mar.game.add.tween(this).to({ isoZ: 15 }, 400, Phaser.Easing.Bounce.Out, true);
mar.game.add.tween(this.scale).to({ x: 1, y: 1 }, 200, Phaser.Easing.Linear.None, true);
this.tint = config.cubotTint;
this.text.visible = false;
};
@@ -1185,15 +1176,15 @@ var RadioTower = /** @class */ (function (_super) {
}
RadioTower.prototype.onTileHover = function () {
mar.game.tweens.removeFrom(this);
mar.game.add.tween(this).to({isoZ: 25}, 200, Phaser.Easing.Quadratic.InOut, true);
mar.game.add.tween(this.scale).to({x: 1.06, y: 1.06}, 200, Phaser.Easing.Linear.None, true);
mar.game.add.tween(this).to({ isoZ: 25 }, 200, Phaser.Easing.Quadratic.InOut, true);
mar.game.add.tween(this.scale).to({ x: 1.06, y: 1.06 }, 200, Phaser.Easing.Linear.None, true);
this.tint = config.cubotHoverTint;
this.text.visible = true;
};
RadioTower.prototype.onTileExit = function () {
mar.game.tweens.removeFrom(this);
mar.game.add.tween(this).to({isoZ: 15}, 400, Phaser.Easing.Bounce.Out, true);
mar.game.add.tween(this.scale).to({x: 1, y: 1}, 200, Phaser.Easing.Linear.None, true);
mar.game.add.tween(this).to({ isoZ: 15 }, 400, Phaser.Easing.Bounce.Out, true);
mar.game.add.tween(this.scale).to({ x: 1, y: 1 }, 200, Phaser.Easing.Linear.None, true);
this.tint = config.cubotTint;
this.text.visible = false;
};
@@ -1216,15 +1207,15 @@ var VaultDoor = /** @class */ (function (_super) {
}
VaultDoor.prototype.onTileHover = function () {
mar.game.tweens.removeFrom(this);
mar.game.add.tween(this).to({isoZ: 25}, 200, Phaser.Easing.Quadratic.InOut, true);
mar.game.add.tween(this.scale).to({x: 1.06, y: 1.06}, 200, Phaser.Easing.Linear.None, true);
mar.game.add.tween(this).to({ isoZ: 25 }, 200, Phaser.Easing.Quadratic.InOut, true);
mar.game.add.tween(this.scale).to({ x: 1.06, y: 1.06 }, 200, Phaser.Easing.Linear.None, true);
this.tint = config.cubotHoverTint;
this.text.visible = true;
};
VaultDoor.prototype.onTileExit = function () {
mar.game.tweens.removeFrom(this);
mar.game.add.tween(this).to({isoZ: 15}, 400, Phaser.Easing.Bounce.Out, true);
mar.game.add.tween(this.scale).to({x: 1, y: 1}, 200, Phaser.Easing.Linear.None, true);
mar.game.add.tween(this).to({ isoZ: 15 }, 400, Phaser.Easing.Bounce.Out, true);
mar.game.add.tween(this.scale).to({ x: 1, y: 1 }, 200, Phaser.Easing.Linear.None, true);
this.tint = config.cubotTint;
this.text.visible = false;
};
@@ -1277,14 +1268,14 @@ var Tile = /** @class */ (function (_super) {
};
Tile.prototype.onHover = function () {
this.tint = config.tileHoverTint;
mar.game.add.tween(this).to({isoZ: this.baseZ + 8}, 200, Phaser.Easing.Quadratic.InOut, true);
mar.game.add.tween(this).to({ isoZ: this.baseZ + 8 }, 200, Phaser.Easing.Quadratic.InOut, true);
mar.tileIndicator.tileX = this.tileX;
mar.tileIndicator.tileY = this.tileY;
mar.tileIndicator.tileType = this.tileType;
};
Tile.prototype.onExit = function () {
this.tint = this.baseTint;
mar.game.add.tween(this).to({isoZ: this.baseZ}, 200, Phaser.Easing.Quadratic.InOut, true);
mar.game.add.tween(this).to({ isoZ: this.baseZ }, 200, Phaser.Easing.Quadratic.InOut, true);
};
Tile.prototype.setText = function (text, fillColor) {
//Remove previous text