mirror of
https://github.com/simon987/Much-Assembly-Required-Frontend.git
synced 2025-12-18 09:09:01 +00:00
Temporary fix for compass showing wrong Y axis direction
This commit is contained in:
87
mar/app.js
87
mar/app.js
@@ -1,17 +1,10 @@
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var __extends = (this && this.__extends) || (function () {
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var extendStatics = Object.setPrototypeOf ||
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({__proto__: []} instanceof Array && function (d, b) {
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d.__proto__ = b;
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}) ||
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function (d, b) {
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for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
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};
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
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return function (d, b) {
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extendStatics(d, b);
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function __() {
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this.constructor = d;
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}
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function __() { this.constructor = d; }
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d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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};
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})();
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@@ -219,7 +212,8 @@ var MarGame = /** @class */ (function () {
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}
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};
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MarGame.prototype.initialiseStaticHud = function () {
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this.game.add.sprite(0, this.game.camera.height - 150, "sheet", "ui/compass", this.hudGroup);
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//todo fix the compass sprite so the Y axis is facing the other way
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//this.game.add.sprite(0, this.game.camera.height - 150, "sheet", "ui/compass", this.hudGroup);
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this.addDebugMessage(new WorldIndicator(10, 20));
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this.tileIndicator = new TileIndicator(10, 40);
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this.addDebugMessage(this.tileIndicator);
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@@ -349,9 +343,9 @@ var Util = /** @class */ (function () {
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case Direction.WEST:
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return 0;
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case Direction.NORTH:
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return 1;
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case Direction.SOUTH:
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return -1;
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case Direction.SOUTH:
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return 1;
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}
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};
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return Util;
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@@ -560,33 +554,33 @@ var GameClient = /** @class */ (function () {
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if (DEBUG) {
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console.log("[MAR] Requesting user info");
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}
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this.socket.send(JSON.stringify({t: "userInfo"}));
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this.socket.send(JSON.stringify({ t: "userInfo" }));
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};
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GameClient.prototype.requestTerrain = function () {
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if (DEBUG) {
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console.log("[MAR] Requesting terrain for world (" + this.worldX + ", " + this.worldY + ")");
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}
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this.socket.send(JSON.stringify({t: "terrain", x: this.worldX, y: this.worldY}));
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this.socket.send(JSON.stringify({ t: "terrain", x: this.worldX, y: this.worldY }));
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this.requestObjects();
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};
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GameClient.prototype.uploadCode = function (code) {
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if (DEBUG) {
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console.log("[MAR] Uploaded code");
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}
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this.socket.send(JSON.stringify({t: "uploadCode", code: code}));
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this.socket.send(JSON.stringify({ t: "uploadCode", code: code }));
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};
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GameClient.prototype.reloadCode = function () {
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if (DEBUG) {
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console.log("[MAR] Reloading code");
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}
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this.socket.send(JSON.stringify({t: "codeRequest"}));
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this.socket.send(JSON.stringify({ t: "codeRequest" }));
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};
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GameClient.prototype.sendKeyPress = function (key) {
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if (DEBUG) {
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console.log("[MAR] Sent KeyPress: " + key);
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}
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if (key !== 0) {
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this.socket.send(JSON.stringify({t: "k", k: key}));
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this.socket.send(JSON.stringify({ t: "k", k: key }));
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}
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};
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GameClient.prototype.requestFloppy = function () {
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@@ -595,19 +589,19 @@ var GameClient = /** @class */ (function () {
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if (DEBUG) {
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console.log("[MAR] Requesting floppy");
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}
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this.socket.send(JSON.stringify({t: "floppyDown"}));
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this.socket.send(JSON.stringify({ t: "floppyDown" }));
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};
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GameClient.prototype.notifyFloppyUp = function () {
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if (DEBUG) {
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console.log("[MAR] Notifying the game server of floppy upload");
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}
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this.socket.send(JSON.stringify({t: "floppyUp"}));
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this.socket.send(JSON.stringify({ t: "floppyUp" }));
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};
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GameClient.prototype.requestObjects = function () {
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if (DEBUG) {
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console.log("[MAR] Requesting game objects");
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}
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this.socket.send(JSON.stringify({t: "object", x: this.worldX, y: this.worldY}));
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this.socket.send(JSON.stringify({ t: "object", x: this.worldX, y: this.worldY }));
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};
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/**
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* Get server info from game website
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@@ -673,7 +667,7 @@ var GameClient = /** @class */ (function () {
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if (DEBUG) {
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console.log("[MAR] Received invalid message, assuming floppy data");
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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>";
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var blob = new Blob([received.data], {type: "application/octet-stream"});
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var blob = new Blob([received.data], { type: "application/octet-stream" });
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saveAs(blob, "floppy.bin");
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}
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}
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@@ -844,8 +838,8 @@ var Cubot = /** @class */ (function (_super) {
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return _this;
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}
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Cubot.prototype.onTileHover = function () {
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mar.game.add.tween(this).to({isoZ: 45}, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.game.add.tween(this.scale).to({x: 1.2, y: 1.2}, 200, Phaser.Easing.Linear.None, true);
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mar.game.add.tween(this).to({ isoZ: 45 }, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.game.add.tween(this.scale).to({ x: 1.2, y: 1.2 }, 200, Phaser.Easing.Linear.None, true);
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this.tint = config.cubotHoverTint;
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if (this.text !== undefined) {
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this.text.visible = true;
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@@ -853,8 +847,8 @@ var Cubot = /** @class */ (function (_super) {
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this.hovered = true;
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};
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Cubot.prototype.onTileExit = function () {
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mar.game.add.tween(this).to({isoZ: 15}, 400, Phaser.Easing.Bounce.Out, true);
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mar.game.add.tween(this.scale).to({x: 1, y: 1}, 200, Phaser.Easing.Linear.None, true);
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mar.game.add.tween(this).to({ isoZ: 15 }, 400, Phaser.Easing.Bounce.Out, true);
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mar.game.add.tween(this.scale).to({ x: 1, y: 1 }, 200, Phaser.Easing.Linear.None, true);
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if (this.text !== undefined) {
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this.text.visible = false;
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}
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@@ -968,10 +962,7 @@ var Cubot = /** @class */ (function (_super) {
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var self = this;
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var walkAnimation = function (duration) {
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//Move the Cubot to desired tile
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var tween = mar.game.add.tween(self).to({
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isoX: Util.getIsoX(self.tileX),
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isoY: Util.getIsoY(self.tileY)
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}, duration, Phaser.Easing.Linear.None, true);
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var tween = mar.game.add.tween(self).to({ isoX: Util.getIsoX(self.tileX), isoY: Util.getIsoY(self.tileY) }, duration, Phaser.Easing.Linear.None, true);
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//Play appropriate animation
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switch (self.direction) {
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case Direction.NORTH:
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@@ -1116,15 +1107,15 @@ var BiomassBlob = /** @class */ (function (_super) {
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}
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BiomassBlob.prototype.onTileHover = function () {
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mar.game.tweens.removeFrom(this);
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mar.game.add.tween(this).to({isoZ: 45}, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.game.add.tween(this).to({ isoZ: 45 }, 200, Phaser.Easing.Quadratic.InOut, true);
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this.tint = config.biomassHoverTint;
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mar.game.add.tween(this.scale).to({x: 1.2, y: 1.2}, 200, Phaser.Easing.Linear.None, true);
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mar.game.add.tween(this.scale).to({ x: 1.2, y: 1.2 }, 200, Phaser.Easing.Linear.None, true);
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this.text.visible = true;
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};
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BiomassBlob.prototype.onTileExit = function () {
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mar.game.tweens.removeFrom(this);
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mar.game.add.tween(this).to({isoZ: 15}, 400, Phaser.Easing.Bounce.Out, true);
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mar.game.add.tween(this.scale).to({x: 1, y: 1}, 200, Phaser.Easing.Linear.None, true);
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mar.game.add.tween(this).to({ isoZ: 15 }, 400, Phaser.Easing.Bounce.Out, true);
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mar.game.add.tween(this.scale).to({ x: 1, y: 1 }, 200, Phaser.Easing.Linear.None, true);
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this.tint = config.biomassTint;
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this.text.visible = false;
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};
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@@ -1149,15 +1140,15 @@ var Factory = /** @class */ (function (_super) {
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}
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Factory.prototype.onTileHover = function () {
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mar.game.tweens.removeFrom(this);
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mar.game.add.tween(this).to({isoZ: 25}, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.game.add.tween(this.scale).to({x: 1.06, y: 1.06}, 200, Phaser.Easing.Linear.None, true);
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mar.game.add.tween(this).to({ isoZ: 25 }, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.game.add.tween(this.scale).to({ x: 1.06, y: 1.06 }, 200, Phaser.Easing.Linear.None, true);
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this.tint = config.cubotHoverTint;
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this.text.visible = true;
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};
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Factory.prototype.onTileExit = function () {
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mar.game.tweens.removeFrom(this);
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mar.game.add.tween(this).to({isoZ: 15}, 400, Phaser.Easing.Bounce.Out, true);
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mar.game.add.tween(this.scale).to({x: 1, y: 1}, 200, Phaser.Easing.Linear.None, true);
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mar.game.add.tween(this).to({ isoZ: 15 }, 400, Phaser.Easing.Bounce.Out, true);
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mar.game.add.tween(this.scale).to({ x: 1, y: 1 }, 200, Phaser.Easing.Linear.None, true);
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this.tint = config.cubotTint;
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this.text.visible = false;
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};
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@@ -1185,15 +1176,15 @@ var RadioTower = /** @class */ (function (_super) {
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}
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RadioTower.prototype.onTileHover = function () {
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mar.game.tweens.removeFrom(this);
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mar.game.add.tween(this).to({isoZ: 25}, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.game.add.tween(this.scale).to({x: 1.06, y: 1.06}, 200, Phaser.Easing.Linear.None, true);
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mar.game.add.tween(this).to({ isoZ: 25 }, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.game.add.tween(this.scale).to({ x: 1.06, y: 1.06 }, 200, Phaser.Easing.Linear.None, true);
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this.tint = config.cubotHoverTint;
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this.text.visible = true;
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};
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RadioTower.prototype.onTileExit = function () {
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mar.game.tweens.removeFrom(this);
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mar.game.add.tween(this).to({isoZ: 15}, 400, Phaser.Easing.Bounce.Out, true);
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mar.game.add.tween(this.scale).to({x: 1, y: 1}, 200, Phaser.Easing.Linear.None, true);
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mar.game.add.tween(this).to({ isoZ: 15 }, 400, Phaser.Easing.Bounce.Out, true);
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mar.game.add.tween(this.scale).to({ x: 1, y: 1 }, 200, Phaser.Easing.Linear.None, true);
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this.tint = config.cubotTint;
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this.text.visible = false;
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};
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@@ -1216,15 +1207,15 @@ var VaultDoor = /** @class */ (function (_super) {
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}
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VaultDoor.prototype.onTileHover = function () {
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mar.game.tweens.removeFrom(this);
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mar.game.add.tween(this).to({isoZ: 25}, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.game.add.tween(this.scale).to({x: 1.06, y: 1.06}, 200, Phaser.Easing.Linear.None, true);
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mar.game.add.tween(this).to({ isoZ: 25 }, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.game.add.tween(this.scale).to({ x: 1.06, y: 1.06 }, 200, Phaser.Easing.Linear.None, true);
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this.tint = config.cubotHoverTint;
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this.text.visible = true;
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};
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VaultDoor.prototype.onTileExit = function () {
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mar.game.tweens.removeFrom(this);
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mar.game.add.tween(this).to({isoZ: 15}, 400, Phaser.Easing.Bounce.Out, true);
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mar.game.add.tween(this.scale).to({x: 1, y: 1}, 200, Phaser.Easing.Linear.None, true);
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mar.game.add.tween(this).to({ isoZ: 15 }, 400, Phaser.Easing.Bounce.Out, true);
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mar.game.add.tween(this.scale).to({ x: 1, y: 1 }, 200, Phaser.Easing.Linear.None, true);
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this.tint = config.cubotTint;
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this.text.visible = false;
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};
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@@ -1277,14 +1268,14 @@ var Tile = /** @class */ (function (_super) {
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};
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Tile.prototype.onHover = function () {
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this.tint = config.tileHoverTint;
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mar.game.add.tween(this).to({isoZ: this.baseZ + 8}, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.game.add.tween(this).to({ isoZ: this.baseZ + 8 }, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.tileIndicator.tileX = this.tileX;
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mar.tileIndicator.tileY = this.tileY;
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mar.tileIndicator.tileType = this.tileType;
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};
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Tile.prototype.onExit = function () {
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this.tint = this.baseTint;
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mar.game.add.tween(this).to({isoZ: this.baseZ}, 200, Phaser.Easing.Quadratic.InOut, true);
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mar.game.add.tween(this).to({ isoZ: this.baseZ }, 200, Phaser.Easing.Quadratic.InOut, true);
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};
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Tile.prototype.setText = function (text, fillColor) {
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//Remove previous text
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