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-rw-r--r--play.css11
-rw-r--r--play.js43
-rw-r--r--rules.js23
3 files changed, 67 insertions, 10 deletions
diff --git a/play.css b/play.css
index 3f9e331..0ea7f5a 100644
--- a/play.css
+++ b/play.css
@@ -116,6 +116,17 @@ body.America header.your_turn { background-color: hsl(211, 50%, 75%) }
/* MARKERS */
+#combat {
+ position: absolute;
+ pointer-events: none;
+ width: 48px;
+ height: 48px;
+ background-image: url(bang.svg);
+ background-size: contain;
+ background-repeat: no-repeat;
+ z-index: 2000;
+}
+
.marker {
position: absolute;
background-size: 100%;
diff --git a/play.js b/play.js
index 7e6852b..3565ae4 100644
--- a/play.js
+++ b/play.js
@@ -318,12 +318,27 @@ function on_init() {
ui.french_navy = build_piece("marker large french_navy", 55+2, 55+2)
ui.turn_marker = build_piece("marker large turn", 55+2, 55+2)
ui.french_alliance = build_piece("marker large french_alliance", 55+2, 55+2)
+
+ ui.combat = document.createElement("div")
+ ui.combat.id = "combat"
}
on_init()
/* UPDATE UI */
+function lerp(a, b, t) {
+ return a + t * (b - a)
+}
+
+function show_combat_marker() {
+ let x = Math.round(lerp(data.spaces[view.move.from].x, data.spaces[view.move.to].x, 0.75))
+ let y = Math.round(lerp(data.spaces[view.move.from].y, data.spaces[view.move.to].y, 0.75))
+ ui.combat.style.left = x - 20 + "px"
+ ui.combat.style.top = y - 20 + "px"
+ ui.pieces_element.appendChild(ui.combat)
+}
+
function show_marker(e) {
ui.pieces_element.appendChild(e)
}
@@ -416,9 +431,9 @@ function get_army_xy_lerp(s1, s2) {
}
if (Math.abs(dx) < 180 && Math.abs(dy) < 60)
- y -= 40
+ y -= 20
- return [ x - 15 , y ]
+ return [ x - 15, y ]
}
function get_army_xy(s) {
@@ -441,6 +456,7 @@ function get_static_xy(s) {
} else {
x = data.spaces[s].x - 20
y = data.spaces[s].y + 15
+ y = data.spaces[s].y + 10
}
return [ x, y ]
}
@@ -540,6 +556,16 @@ function on_update() {
}
if (view.move) {
+ let xy = null
+ if (view.move.from === view.move.to &&
+ view.move.carry_american === count_american_cu(view.move.from) &&
+ view.move.carry_french === count_french_cu(view.move.from) &&
+ view.move.carry_british === count_british_cu(view.move.from)
+ )
+ xy = get_static_xy(view.move.from)
+ else
+ xy = get_army_xy_lerp(view.move.from, view.move.to)
+
ui.layout_move = layout_all_cu(
view.move.carry_american | 0,
view.move.carry_french | 0,
@@ -547,8 +573,11 @@ function on_update() {
ui.a_mcu,
ui.f_mcu,
ui.b_mcu,
- get_army_xy_lerp(view.move.from, view.move.to)
+ xy
)
+
+ if (view.move.from !== view.move.to)
+ show_combat_marker()
}
if (view.react) {
@@ -576,15 +605,13 @@ function on_update() {
let [ x, y ] = pos
- if (s >= 66)
- y -= 60
+ ui.generals[g].classList.toggle("selected", view.selected_general === g)
if (view.move && view.move.who === g) {
- ui.generals[g].classList.add("selected")
+ // already laid out
} else if (view.react && view.react.who === g) {
- ui.generals[g].classList.add("selected")
+ // already laid out
} else {
- ui.generals[g].classList.remove("selected")
if (s < 66) {
let offset = general_offset(g)
diff --git a/rules.js b/rules.js
index 8132a93..b644ddf 100644
--- a/rules.js
+++ b/rules.js
@@ -1753,6 +1753,7 @@ states.ops_british_reinforcements_where = {
view.prompt = "Reinforcements: choose a port space."
view.prompt += " Carrying " + game.count + " British CU."
view.move = { from: BRITISH_REINFORCEMENTS, to: BRITISH_REINFORCEMENTS, who: game.who, carry_british: game.count }
+ view.selected_general = game.who
gen_british_reinforcements_where()
},
drop_british_cu() {
@@ -1795,6 +1796,7 @@ states.ops_american_reinforcements_where = {
prompt() {
view.prompt = "Reinforcements: choose a space."
view.move = { from: AMERICAN_REINFORCEMENTS, to: AMERICAN_REINFORCEMENTS, who: game.who, carry_american: game.count }
+ view.selected_general = game.who
gen_american_reinforcements_where(game.who)
},
space(space) {
@@ -2097,6 +2099,8 @@ states.ops_general_move = {
format_move_prompt()
view.prompt += " " + game.move.count + " MP left."
+ view.selected_general = view.move.who
+
// Cannot stop on enemy general
if (!has_enemy_general(location_of_general(game.move.who)))
view.actions.stop = 1
@@ -2187,6 +2191,7 @@ states.confirm_move_intercept = {
prompt() {
format_move_prompt()
view.prompt += " You may be intercepted."
+ view.selected_general = view.move.who
view.actions.next = 1
},
next() {
@@ -2198,6 +2203,7 @@ states.confirm_move_battle = {
prompt() {
format_move_prompt()
view.prompt += " Approach battle?"
+ view.selected_general = view.move.who
view.actions.next = 1
},
next() {
@@ -2407,11 +2413,13 @@ states.intercept_who = {
states.intercept_roll = {
prompt() {
- view.prompt = "Intercept " + game.move.who + " at " + game.move.to + "?"
+ view.prompt = "Intercept " + general_name(game.move.who) + " at " + space_name(game.move.to) + " with " + general_name(game.intercept.who) + "?"
+ view.selected_general = game.intercept.who
view.react = game.intercept
view.actions.roll = 1
},
roll() {
+ clear_undo()
let g = game.intercept.who
let die = roll_d6()
if (die <= GENERALS[g].agility) {
@@ -2427,7 +2435,9 @@ states.intercept_roll = {
} else {
log(g + " failed to intercept (" + die + " > " + GENERALS[g].agility + ")")
delete game.intercept
- if (!can_intercept_to(game.move.to))
+ if (can_intercept_to(game.move.to))
+ game.state = "intercept_who"
+ else
end_intercept()
}
},
@@ -2499,6 +2509,7 @@ function goto_retreat_before_battle() {
states.retreat_before_battle = {
prompt() {
view.prompt = "Attempt retreat before battle?"
+ view.selected_general = find_american_or_french_general(game.move.to)
view.actions.pass = 1
gen_defender_retreat()
},
@@ -2514,6 +2525,7 @@ states.retreat_before_battle = {
game.state = "retreat_before_battle_roll"
},
pass() {
+ clear_undo()
end_retreat_before_battle()
},
}
@@ -2521,6 +2533,7 @@ states.retreat_before_battle = {
states.retreat_before_battle_roll = {
prompt() {
view.prompt = "Attempt retreat before battle?"
+ view.selected_general = find_american_or_french_general(game.move.to)
view.react = game.retreat
view.actions.roll = 1
// TODO: choose which CU to retreat with if mix of french/american
@@ -3075,6 +3088,11 @@ function gen_defender_retreat() {
let is_lone = is_general_without_cu(here)
let can_retreat = false
+ if (game.active === P_BRITAIN)
+ view.selected_general = find_british_general(here)
+ else
+ view.selected_general = find_american_or_french_general(here)
+
for (let to of SPACES[here].adjacent) {
if (can_defender_retreat(to, is_lone)) {
gen_action_space(to)
@@ -3100,6 +3118,7 @@ function gen_defender_retreat() {
}
function gen_attacker_retreat() {
+ view.selected_general = game.move.who
if (can_attacker_retreat())
gen_action_space(game.move.from)
else