/// /// // Typescript V2.4.1 var RENDERER_WIDTH = document.getElementById("game").clientWidth * window.devicePixelRatio; var RENDERER_HEIGHT = (window.innerHeight / 1.40) * window.devicePixelRatio; var DEBUG = true; var config = { tileTint: 0xFFFFFF, wallTint: 0xDDDDDD, oreTint: 0xF3F3F3, worldSize: 16, cubotHoverTint: 0x00FF00, cubotTint: 0xFFFFFF, textFill: "#FFFFFF", textStroke: "#9298a8", biomassTint: 0x63B85F, biomassHoverTint: 0x00FF00, tileHoverTint: 0x00FF00, itemIron: 0x434341, textIron: "#434341", itemCopper: 0xC87D38, textCopper: "#C87D38", hologramFill: "#0aced6", hologramStroke: "#12FFB0", copperFill: "#C87D38", plainSprite: "tiles/tile", wallSprite: "tiles/bigTile", walkDuration: 800, holoStyle: function (fill) { return { fontSize: 32, fill: fill ? fill : config.hologramFill, stroke: config.hologramStroke, strokeThickness: 1, font: "fixedsys" }; }, kbBufferX: 225, kbBufferY: 20, arrowTextStyle: { fontSize: 32, fill: "#ffffff", stroke: "#9298a8", strokeThickness: 1, font: "fixedsys" }, lowEnergy: 100, lowEnergyTint: 0xCC0000, bigMessageFill: "#ff803d", arrowTint: 0xFFFFFF, arrowHoverTint: 0x00FF00, selfUsernameColor: 0xFB4D0A, otherCubotAlpha: 0.6 }; var TileType; (function (TileType) { TileType[TileType["PLAIN"] = 0] = "PLAIN"; TileType[TileType["WALL"] = 1] = "WALL"; TileType[TileType["IRON"] = 2] = "IRON"; TileType[TileType["COPPER"] = 3] = "COPPER"; })(TileType || (TileType = {})); var Util = (function () { function Util() { } //todo: find a more elegant way of doing this. Maybe this is related: https://github.com/lewster32/phaser-plugin-isometric/issues/7 Util.getIsoY = function (y) { return Util.getIsoX(y); }; Util.getIsoX = function (x) { return (x * 71.5); }; Util.getDeltaX = function (direction) { switch (direction) { case Direction.NORTH: case Direction.SOUTH: return 0; case Direction.EAST: return 1; case Direction.WEST: return -1; } }; Util.getDeltaY = function (direction) { switch (direction) { case Direction.EAST: case Direction.WEST: return 0; case Direction.NORTH: return 1; case Direction.SOUTH: return -1; } }; return Util; }()); var mar = new MarGame();