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@ -63,7 +63,6 @@ import { STARTING_WAVE_OVERRIDE, OPP_SPECIES_OVERRIDE, SEED_OVERRIDE, STARTING_B
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import {InputsController} from "./inputs-controller";
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import {UiInputs} from "./ui-inputs";
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export const bypassLogin = import.meta.env.VITE_BYPASS_LOGIN === "1";
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const DEBUG_RNG = false;
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@ -41,44 +41,44 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
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private time: Time;
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constructor(scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager, pluginKey: string) {
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super(scene, pluginManager, pluginKey);
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this.game = pluginManager.game;
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this.scene = scene;
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this.time = this.scene.time;
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this.buttonKeys = [];
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super(scene, pluginManager, pluginKey);
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this.game = pluginManager.game;
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this.scene = scene;
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this.time = this.scene.time;
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this.buttonKeys = [];
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for (const b of Utils.getEnumValues(Button)) {
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this.interactions[b] = {
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pressTime: false,
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isPressed: false,
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}
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}
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// We don't want the menu key to be repeated
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delete this.interactions[Button.MENU];
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for (const b of Utils.getEnumValues(Button)) {
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this.interactions[b] = {
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pressTime: false,
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isPressed: false,
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}
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}
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// We don't want the menu key to be repeated
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delete this.interactions[Button.MENU];
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}
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boot() {
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this.eventEmitter = this.systems.events;
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this.events = new Phaser.Events.EventEmitter();
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this.game.events.on(Phaser.Core.Events.STEP, this.update, this);
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this.eventEmitter = this.systems.events;
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this.events = new Phaser.Events.EventEmitter();
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this.game.events.on(Phaser.Core.Events.STEP, this.update, this);
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if (typeof this.systems.input.gamepad !== 'undefined') {
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this.systems.input.gamepad.on('connected', function (thisGamepad) {
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this.refreshGamepads();
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this.setupGamepad(thisGamepad);
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}, this);
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if (typeof this.systems.input.gamepad !== 'undefined') {
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this.systems.input.gamepad.on('connected', function (thisGamepad) {
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this.refreshGamepads();
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this.setupGamepad(thisGamepad);
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}, this);
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// Check to see if the gamepad has already been setup by the browser
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this.systems.input.gamepad.refreshPads();
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if (this.systems.input.gamepad.total) {
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this.refreshGamepads();
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for (const thisGamepad of this.gamepads) {
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this.systems.input.gamepad.emit('connected', thisGamepad);
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}
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}
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// Check to see if the gamepad has already been setup by the browser
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this.systems.input.gamepad.refreshPads();
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if (this.systems.input.gamepad.total) {
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this.refreshGamepads();
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for (const thisGamepad of this.gamepads) {
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this.systems.input.gamepad.emit('connected', thisGamepad);
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}
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}
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this.systems.input.gamepad.on('down', this.gamepadButtonDown, this);
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this.systems.input.gamepad.on('up', this.gamepadButtonUp, this);
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this.systems.input.gamepad.on('down', this.gamepadButtonDown, this);
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this.systems.input.gamepad.on('up', this.gamepadButtonUp, this);
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}
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// Keyboard
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@ -86,139 +86,139 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
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}
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update() {
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for (const b of Utils.getEnumValues(Button)) {
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if (!this.interactions.hasOwnProperty(b)) continue;
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if (this.repeatInputDurationJustPassed(b)) {
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this.events.emit('input_down', {
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controller_type: 'keyboard',
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button: b,
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});
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this.setLastProcessedMovementTime(b);
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}
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}
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for (const b of Utils.getEnumValues(Button)) {
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if (!this.interactions.hasOwnProperty(b)) continue;
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if (this.repeatInputDurationJustPassed(b)) {
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this.events.emit('input_down', {
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controller_type: 'keyboard',
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button: b,
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});
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this.setLastProcessedMovementTime(b);
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}
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}
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}
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setupGamepad(thisGamepad): void {
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let gamepadID = thisGamepad.id.toLowerCase();
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const mappedPad = this.mapGamepad(gamepadID);
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this.player = {
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'mapping': mappedPad.gamepadMapping,
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}
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let gamepadID = thisGamepad.id.toLowerCase();
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const mappedPad = this.mapGamepad(gamepadID);
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this.player = {
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'mapping': mappedPad.gamepadMapping,
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}
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}
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refreshGamepads() :void {
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// Sometimes, gamepads are undefined. For some reason.
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this.gamepads = this.systems.input.gamepad.gamepads.filter(function (el) {
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return el != null;
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});
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// Sometimes, gamepads are undefined. For some reason.
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this.gamepads = this.systems.input.gamepad.gamepads.filter(function (el) {
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return el != null;
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});
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for (const [index, thisGamepad] of this.gamepads.entries()) {
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thisGamepad.index = index; // Overwrite the gamepad index, in case we had undefined gamepads earlier
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}
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for (const [index, thisGamepad] of this.gamepads.entries()) {
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thisGamepad.index = index; // Overwrite the gamepad index, in case we had undefined gamepads earlier
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}
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}
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getActionGamepadMapping() {
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const gamepadMapping = {};
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gamepadMapping[this.player.mapping.LC_N] = Button.UP;
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gamepadMapping[this.player.mapping.LC_S] = Button.DOWN;
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gamepadMapping[this.player.mapping.LC_W] = Button.LEFT;
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gamepadMapping[this.player.mapping.LC_E] = Button.RIGHT;
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gamepadMapping[this.player.mapping.TOUCH] = Button.SUBMIT;
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gamepadMapping[this.player.mapping.RC_S] = Button.ACTION;
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gamepadMapping[this.player.mapping.RC_E] = Button.CANCEL;
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gamepadMapping[this.player.mapping.SELECT] = Button.STATS;
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gamepadMapping[this.player.mapping.START] = Button.MENU;
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gamepadMapping[this.player.mapping.RB] = Button.CYCLE_SHINY;
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gamepadMapping[this.player.mapping.LB] = Button.CYCLE_FORM;
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gamepadMapping[this.player.mapping.LT] = Button.CYCLE_GENDER;
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gamepadMapping[this.player.mapping.RT] = Button.CYCLE_ABILITY;
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gamepadMapping[this.player.mapping.RC_W] = Button.CYCLE_NATURE;
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gamepadMapping[this.player.mapping.RC_N] = Button.CYCLE_VARIANT;
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gamepadMapping[this.player.mapping.LS] = Button.SPEED_UP;
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gamepadMapping[this.player.mapping.RS] = Button.SLOW_DOWN;
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const gamepadMapping = {};
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gamepadMapping[this.player.mapping.LC_N] = Button.UP;
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gamepadMapping[this.player.mapping.LC_S] = Button.DOWN;
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gamepadMapping[this.player.mapping.LC_W] = Button.LEFT;
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gamepadMapping[this.player.mapping.LC_E] = Button.RIGHT;
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gamepadMapping[this.player.mapping.TOUCH] = Button.SUBMIT;
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gamepadMapping[this.player.mapping.RC_S] = Button.ACTION;
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gamepadMapping[this.player.mapping.RC_E] = Button.CANCEL;
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gamepadMapping[this.player.mapping.SELECT] = Button.STATS;
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gamepadMapping[this.player.mapping.START] = Button.MENU;
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gamepadMapping[this.player.mapping.RB] = Button.CYCLE_SHINY;
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gamepadMapping[this.player.mapping.LB] = Button.CYCLE_FORM;
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gamepadMapping[this.player.mapping.LT] = Button.CYCLE_GENDER;
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gamepadMapping[this.player.mapping.RT] = Button.CYCLE_ABILITY;
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gamepadMapping[this.player.mapping.RC_W] = Button.CYCLE_NATURE;
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gamepadMapping[this.player.mapping.RC_N] = Button.CYCLE_VARIANT;
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gamepadMapping[this.player.mapping.LS] = Button.SPEED_UP;
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gamepadMapping[this.player.mapping.RS] = Button.SLOW_DOWN;
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return gamepadMapping;
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return gamepadMapping;
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}
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gamepadButtonDown(pad, button, value): void {
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const actionMapping = this.getActionGamepadMapping();
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const buttonDown = actionMapping.hasOwnProperty(button.index) && actionMapping[button.index];
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if (buttonDown !== undefined) {
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this.events.emit('input_down', {
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controller_type: 'gamepad',
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button: buttonDown,
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});
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this.setLastProcessedMovementTime(buttonDown);
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}
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const actionMapping = this.getActionGamepadMapping();
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const buttonDown = actionMapping.hasOwnProperty(button.index) && actionMapping[button.index];
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if (buttonDown !== undefined) {
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this.events.emit('input_down', {
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controller_type: 'gamepad',
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button: buttonDown,
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});
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this.setLastProcessedMovementTime(buttonDown);
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}
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}
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gamepadButtonUp(pad, button, value): void {
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const actionMapping = this.getActionGamepadMapping();
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const buttonUp = actionMapping.hasOwnProperty(button.index) && actionMapping[button.index];
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if (buttonUp !== undefined) {
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this.events.emit('input_up', {
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controller_type: 'gamepad',
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button: buttonUp,
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});
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this.delLastProcessedMovementTime(buttonUp);
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}
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const actionMapping = this.getActionGamepadMapping();
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const buttonUp = actionMapping.hasOwnProperty(button.index) && actionMapping[button.index];
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if (buttonUp !== undefined) {
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this.events.emit('input_up', {
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controller_type: 'gamepad',
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button: buttonUp,
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});
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this.delLastProcessedMovementTime(buttonUp);
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}
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}
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setupKeyboardControls(): void {
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const keyCodes = Phaser.Input.Keyboard.KeyCodes;
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const keyConfig = {
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[Button.UP]: [keyCodes.UP, keyCodes.W],
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[Button.DOWN]: [keyCodes.DOWN, keyCodes.S],
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[Button.LEFT]: [keyCodes.LEFT, keyCodes.A],
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[Button.RIGHT]: [keyCodes.RIGHT, keyCodes.D],
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[Button.SUBMIT]: [keyCodes.ENTER],
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[Button.ACTION]: [keyCodes.SPACE, keyCodes.Z],
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[Button.CANCEL]: [keyCodes.BACKSPACE, keyCodes.X],
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[Button.MENU]: [keyCodes.ESC, keyCodes.M],
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[Button.STATS]: [keyCodes.SHIFT, keyCodes.C],
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[Button.CYCLE_SHINY]: [keyCodes.R],
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[Button.CYCLE_FORM]: [keyCodes.F],
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[Button.CYCLE_GENDER]: [keyCodes.G],
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[Button.CYCLE_ABILITY]: [keyCodes.E],
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[Button.CYCLE_NATURE]: [keyCodes.N],
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[Button.CYCLE_VARIANT]: [keyCodes.V],
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[Button.SPEED_UP]: [keyCodes.PLUS],
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[Button.SLOW_DOWN]: [keyCodes.MINUS]
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};
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const mobileKeyConfig = {};
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for (const b of Utils.getEnumValues(Button)) {
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const keys: Phaser.Input.Keyboard.Key[] = [];
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if (keyConfig.hasOwnProperty(b)) {
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for (let k of keyConfig[b])
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keys.push(this.systems.input.keyboard.addKey(k, false));
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mobileKeyConfig[Button[b]] = keys[0];
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}
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this.buttonKeys[b] = keys;
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}
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const keyCodes = Phaser.Input.Keyboard.KeyCodes;
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const keyConfig = {
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[Button.UP]: [keyCodes.UP, keyCodes.W],
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[Button.DOWN]: [keyCodes.DOWN, keyCodes.S],
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[Button.LEFT]: [keyCodes.LEFT, keyCodes.A],
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[Button.RIGHT]: [keyCodes.RIGHT, keyCodes.D],
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[Button.SUBMIT]: [keyCodes.ENTER],
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[Button.ACTION]: [keyCodes.SPACE, keyCodes.Z],
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[Button.CANCEL]: [keyCodes.BACKSPACE, keyCodes.X],
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[Button.MENU]: [keyCodes.ESC, keyCodes.M],
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[Button.STATS]: [keyCodes.SHIFT, keyCodes.C],
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[Button.CYCLE_SHINY]: [keyCodes.R],
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[Button.CYCLE_FORM]: [keyCodes.F],
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[Button.CYCLE_GENDER]: [keyCodes.G],
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[Button.CYCLE_ABILITY]: [keyCodes.E],
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[Button.CYCLE_NATURE]: [keyCodes.N],
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[Button.CYCLE_VARIANT]: [keyCodes.V],
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[Button.SPEED_UP]: [keyCodes.PLUS],
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[Button.SLOW_DOWN]: [keyCodes.MINUS]
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};
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const mobileKeyConfig = {};
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for (const b of Utils.getEnumValues(Button)) {
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const keys: Phaser.Input.Keyboard.Key[] = [];
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if (keyConfig.hasOwnProperty(b)) {
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for (let k of keyConfig[b])
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keys.push(this.systems.input.keyboard.addKey(k, false));
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mobileKeyConfig[Button[b]] = keys[0];
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}
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this.buttonKeys[b] = keys;
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}
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initTouchControls(mobileKeyConfig);
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this.listenInputKeyboard();
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initTouchControls(mobileKeyConfig);
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this.listenInputKeyboard();
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}
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listenInputKeyboard(): void {
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this.buttonKeys.forEach((row, index) => {
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for (const key of row) {
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key.on('down', () => {
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this.events.emit('input_down', {
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controller_type: 'keyboard',
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button: index,
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});
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this.setLastProcessedMovementTime(index);
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});
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key.on('up', () => {
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this.events.emit('input_up', {
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controller_type: 'keyboard',
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button: index,
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});
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this.delLastProcessedMovementTime(index);
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});
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}
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})
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this.buttonKeys.forEach((row, index) => {
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for (const key of row) {
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key.on('down', () => {
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this.events.emit('input_down', {
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controller_type: 'keyboard',
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button: index,
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});
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this.setLastProcessedMovementTime(index);
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});
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key.on('up', () => {
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this.events.emit('input_up', {
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controller_type: 'keyboard',
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button: index,
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});
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this.delLastProcessedMovementTime(index);
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});
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}
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});
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}
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mapGamepad(id) {
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@ -244,24 +244,24 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
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* firing a repeated input - this is to prevent multiple buttons from firing repeatedly.
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*/
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repeatInputDurationJustPassed(button: Button): boolean {
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if (this.buttonLock === null || this.buttonLock !== button) {
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return false;
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}
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if (this.time.now - this.interactions[button].pressTime >= repeatInputDelayMillis) {
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this.buttonLock = null;
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return true;
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}
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if (this.buttonLock === null || this.buttonLock !== button) {
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return false;
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}
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if (this.time.now - this.interactions[button].pressTime >= repeatInputDelayMillis) {
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this.buttonLock = null;
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return true;
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}
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}
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setLastProcessedMovementTime(button: Button): void {
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if (!this.interactions.hasOwnProperty(button)) return;
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this.buttonLock = button;
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this.interactions[button].pressTime = this.time.now;
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if (!this.interactions.hasOwnProperty(button)) return;
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this.buttonLock = button;
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this.interactions[button].pressTime = this.time.now;
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}
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delLastProcessedMovementTime(button: Button): void {
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if (!this.interactions.hasOwnProperty(button)) return;
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this.buttonLock = null;
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this.interactions[button].pressTime = null;
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if (!this.interactions.hasOwnProperty(button)) return;
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this.buttonLock = null;
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this.interactions[button].pressTime = null;
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}
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}
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210
src/ui-inputs.ts
210
src/ui-inputs.ts
@ -8,15 +8,15 @@ import SettingsUiHandler from "#app/ui/settings-ui-handler";
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export class UiInputs extends Phaser.Plugins.ScenePlugin {
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private game: Phaser.Game;
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private game: Phaser.Game;
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private scene: Phaser.Scene;
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private events;
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private events;
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constructor(scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager, pluginKey: string) {
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super(scene, pluginManager, pluginKey);
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this.game = pluginManager.game;
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this.scene = scene;
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this.events = this.scene.inputController.events
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this.events = this.scene.inputController.events
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}
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boot() {
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@ -24,136 +24,136 @@ export class UiInputs extends Phaser.Plugins.ScenePlugin {
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}
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listenInputs(): void {
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this.events.on('input_down', (event) => {
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const actions = this.getActionsKeyDown();
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if (!actions.hasOwnProperty(event.button)) return;
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const [inputSuccess, vibrationLength] = actions[event.button]();
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if (inputSuccess && this.scene.enableVibration && typeof navigator.vibrate !== 'undefined')
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navigator.vibrate(vibrationLength);
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}, this);
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this.events.on('input_down', (event) => {
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const actions = this.getActionsKeyDown();
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if (!actions.hasOwnProperty(event.button)) return;
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const [inputSuccess, vibrationLength] = actions[event.button]();
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if (inputSuccess && this.scene.enableVibration && typeof navigator.vibrate !== 'undefined')
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navigator.vibrate(vibrationLength);
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}, this);
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this.events.on('input_up', (event) => {
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const actions = this.getActionsKeyUp();
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if (!actions.hasOwnProperty(event.button)) return;
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const [inputSuccess, vibrationLength] = actions[event.button]();
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if (inputSuccess && this.scene.enableVibration && typeof navigator.vibrate !== 'undefined')
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navigator.vibrate(vibrationLength);
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}, this);
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this.events.on('input_up', (event) => {
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const actions = this.getActionsKeyUp();
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if (!actions.hasOwnProperty(event.button)) return;
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||||
const [inputSuccess, vibrationLength] = actions[event.button]();
|
||||
if (inputSuccess && this.scene.enableVibration && typeof navigator.vibrate !== 'undefined')
|
||||
navigator.vibrate(vibrationLength);
|
||||
}, this);
|
||||
}
|
||||
|
||||
getActionsKeyDown() {
|
||||
const actions = {};
|
||||
actions[Button.UP] = () => this.buttonDirection(Button.UP);
|
||||
actions[Button.DOWN] = () => this.buttonDirection(Button.DOWN);
|
||||
actions[Button.LEFT] = () => this.buttonDirection(Button.LEFT);
|
||||
actions[Button.RIGHT] = () => this.buttonDirection(Button.RIGHT);
|
||||
actions[Button.SUBMIT] = () => this.buttonTouch();
|
||||
actions[Button.ACTION] = () => this.buttonAb(Button.ACTION);
|
||||
actions[Button.CANCEL] = () => this.buttonAb(Button.CANCEL);
|
||||
actions[Button.MENU] = () => this.buttonMenu();
|
||||
actions[Button.STATS] = () => this.buttonStats(true);
|
||||
actions[Button.CYCLE_SHINY] = () => this.buttonCycleOption(Button.CYCLE_SHINY);
|
||||
actions[Button.CYCLE_FORM] = () => this.buttonCycleOption(Button.CYCLE_FORM);
|
||||
actions[Button.CYCLE_GENDER] = () => this.buttonCycleOption(Button.CYCLE_GENDER);
|
||||
actions[Button.CYCLE_ABILITY] = () => this.buttonCycleOption(Button.CYCLE_ABILITY);
|
||||
actions[Button.CYCLE_NATURE] = () => this.buttonCycleOption(Button.CYCLE_NATURE);
|
||||
actions[Button.CYCLE_VARIANT] = () => this.buttonCycleOption(Button.CYCLE_VARIANT);
|
||||
actions[Button.SPEED_UP] = () => this.buttonSpeedChange();
|
||||
actions[Button.SLOW_DOWN] = () => this.buttonSpeedChange(false);
|
||||
return actions;
|
||||
const actions = {};
|
||||
actions[Button.UP] = () => this.buttonDirection(Button.UP);
|
||||
actions[Button.DOWN] = () => this.buttonDirection(Button.DOWN);
|
||||
actions[Button.LEFT] = () => this.buttonDirection(Button.LEFT);
|
||||
actions[Button.RIGHT] = () => this.buttonDirection(Button.RIGHT);
|
||||
actions[Button.SUBMIT] = () => this.buttonTouch();
|
||||
actions[Button.ACTION] = () => this.buttonAb(Button.ACTION);
|
||||
actions[Button.CANCEL] = () => this.buttonAb(Button.CANCEL);
|
||||
actions[Button.MENU] = () => this.buttonMenu();
|
||||
actions[Button.STATS] = () => this.buttonStats(true);
|
||||
actions[Button.CYCLE_SHINY] = () => this.buttonCycleOption(Button.CYCLE_SHINY);
|
||||
actions[Button.CYCLE_FORM] = () => this.buttonCycleOption(Button.CYCLE_FORM);
|
||||
actions[Button.CYCLE_GENDER] = () => this.buttonCycleOption(Button.CYCLE_GENDER);
|
||||
actions[Button.CYCLE_ABILITY] = () => this.buttonCycleOption(Button.CYCLE_ABILITY);
|
||||
actions[Button.CYCLE_NATURE] = () => this.buttonCycleOption(Button.CYCLE_NATURE);
|
||||
actions[Button.CYCLE_VARIANT] = () => this.buttonCycleOption(Button.CYCLE_VARIANT);
|
||||
actions[Button.SPEED_UP] = () => this.buttonSpeedChange();
|
||||
actions[Button.SLOW_DOWN] = () => this.buttonSpeedChange(false);
|
||||
return actions;
|
||||
}
|
||||
|
||||
getActionsKeyUp() {
|
||||
const actions = {};
|
||||
actions[Button.STATS] = () => this.buttonStats(false);
|
||||
return actions;
|
||||
const actions = {};
|
||||
actions[Button.STATS] = () => this.buttonStats(false);
|
||||
return actions;
|
||||
}
|
||||
|
||||
buttonDirection(direction): Array<boolean | number> {
|
||||
const inputSuccess = this.scene.ui.processInput(direction);
|
||||
const vibrationLength = 5;
|
||||
return [inputSuccess, vibrationLength];
|
||||
const inputSuccess = this.scene.ui.processInput(direction);
|
||||
const vibrationLength = 5;
|
||||
return [inputSuccess, vibrationLength];
|
||||
}
|
||||
|
||||
buttonAb(button): Array<boolean | number> {
|
||||
const inputSuccess = this.scene.ui.processInput(button);
|
||||
return [inputSuccess, 0];
|
||||
const inputSuccess = this.scene.ui.processInput(button);
|
||||
return [inputSuccess, 0];
|
||||
}
|
||||
|
||||
buttonTouch(): Array<boolean | number> {
|
||||
const inputSuccess = this.scene.ui.processInput(Button.SUBMIT) || this.scene.ui.processInput(Button.ACTION);
|
||||
return [inputSuccess, 0];
|
||||
const inputSuccess = this.scene.ui.processInput(Button.SUBMIT) || this.scene.ui.processInput(Button.ACTION);
|
||||
return [inputSuccess, 0];
|
||||
}
|
||||
|
||||
buttonStats(pressed = true): Array<boolean | number> {
|
||||
if (pressed) {
|
||||
for (let p of this.scene.getField().filter(p => p?.isActive(true)))
|
||||
p.toggleStats(true);
|
||||
} else {
|
||||
for (let p of this.scene.getField().filter(p => p?.isActive(true)))
|
||||
p.toggleStats(false);
|
||||
}
|
||||
return [true, 0];
|
||||
if (pressed) {
|
||||
for (let p of this.scene.getField().filter(p => p?.isActive(true)))
|
||||
p.toggleStats(true);
|
||||
} else {
|
||||
for (let p of this.scene.getField().filter(p => p?.isActive(true)))
|
||||
p.toggleStats(false);
|
||||
}
|
||||
return [true, 0];
|
||||
}
|
||||
|
||||
buttonMenu(): Array<boolean | number> {
|
||||
let inputSuccess;
|
||||
if (this.scene.disableMenu)
|
||||
return [true, 0];
|
||||
switch (this.scene.ui?.getMode()) {
|
||||
case Mode.MESSAGE:
|
||||
if (!(this.scene.ui.getHandler() as MessageUiHandler).pendingPrompt)
|
||||
return [true, 0];
|
||||
case Mode.TITLE:
|
||||
case Mode.COMMAND:
|
||||
case Mode.FIGHT:
|
||||
case Mode.BALL:
|
||||
case Mode.TARGET_SELECT:
|
||||
case Mode.SAVE_SLOT:
|
||||
case Mode.PARTY:
|
||||
case Mode.SUMMARY:
|
||||
case Mode.STARTER_SELECT:
|
||||
case Mode.CONFIRM:
|
||||
case Mode.OPTION_SELECT:
|
||||
this.scene.ui.setOverlayMode(Mode.MENU);
|
||||
inputSuccess = true;
|
||||
break;
|
||||
case Mode.MENU:
|
||||
case Mode.SETTINGS:
|
||||
case Mode.ACHIEVEMENTS:
|
||||
this.scene.ui.revertMode();
|
||||
this.scene.playSound('select');
|
||||
inputSuccess = true;
|
||||
break;
|
||||
default:
|
||||
return [true, 0];
|
||||
}
|
||||
return [inputSuccess, 0];
|
||||
let inputSuccess;
|
||||
if (this.scene.disableMenu)
|
||||
return [true, 0];
|
||||
switch (this.scene.ui?.getMode()) {
|
||||
case Mode.MESSAGE:
|
||||
if (!(this.scene.ui.getHandler() as MessageUiHandler).pendingPrompt)
|
||||
return [true, 0];
|
||||
case Mode.TITLE:
|
||||
case Mode.COMMAND:
|
||||
case Mode.FIGHT:
|
||||
case Mode.BALL:
|
||||
case Mode.TARGET_SELECT:
|
||||
case Mode.SAVE_SLOT:
|
||||
case Mode.PARTY:
|
||||
case Mode.SUMMARY:
|
||||
case Mode.STARTER_SELECT:
|
||||
case Mode.CONFIRM:
|
||||
case Mode.OPTION_SELECT:
|
||||
this.scene.ui.setOverlayMode(Mode.MENU);
|
||||
inputSuccess = true;
|
||||
break;
|
||||
case Mode.MENU:
|
||||
case Mode.SETTINGS:
|
||||
case Mode.ACHIEVEMENTS:
|
||||
this.scene.ui.revertMode();
|
||||
this.scene.playSound('select');
|
||||
inputSuccess = true;
|
||||
break;
|
||||
default:
|
||||
return [true, 0];
|
||||
}
|
||||
return [inputSuccess, 0];
|
||||
}
|
||||
|
||||
buttonCycleOption(button): Array<boolean | number> {
|
||||
let inputSuccess;
|
||||
if (this.scene.ui?.getHandler() instanceof StarterSelectUiHandler) {
|
||||
inputSuccess = this.scene.ui.processInput(button);
|
||||
}
|
||||
return [inputSuccess, 0];
|
||||
let inputSuccess;
|
||||
if (this.scene.ui?.getHandler() instanceof StarterSelectUiHandler) {
|
||||
inputSuccess = this.scene.ui.processInput(button);
|
||||
}
|
||||
return [inputSuccess, 0];
|
||||
}
|
||||
|
||||
buttonSpeedChange(up= true): Array<boolean | number> {
|
||||
if (up) {
|
||||
if (this.scene.gameSpeed < 5) {
|
||||
this.scene.gameData.saveSetting(Setting.Game_Speed, settingOptions[Setting.Game_Speed].indexOf(`${this.scene.gameSpeed}x`) + 1);
|
||||
if (this.scene.ui?.getMode() === Mode.SETTINGS)
|
||||
(this.scene.ui.getHandler() as SettingsUiHandler).show([]);
|
||||
}
|
||||
return [0, 0];
|
||||
}
|
||||
if (this.scene.gameSpeed > 1) {
|
||||
this.scene.gameData.saveSetting(Setting.Game_Speed, Math.max(settingOptions[Setting.Game_Speed].indexOf(`${this.scene.gameSpeed}x`) - 1, 0));
|
||||
if (this.scene.ui?.getMode() === Mode.SETTINGS)
|
||||
(this.scene.ui.getHandler() as SettingsUiHandler).show([]);
|
||||
}
|
||||
return [0, 0];
|
||||
if (up) {
|
||||
if (this.scene.gameSpeed < 5) {
|
||||
this.scene.gameData.saveSetting(Setting.Game_Speed, settingOptions[Setting.Game_Speed].indexOf(`${this.scene.gameSpeed}x`) + 1);
|
||||
if (this.scene.ui?.getMode() === Mode.SETTINGS)
|
||||
(this.scene.ui.getHandler() as SettingsUiHandler).show([]);
|
||||
}
|
||||
return [0, 0];
|
||||
}
|
||||
if (this.scene.gameSpeed > 1) {
|
||||
this.scene.gameData.saveSetting(Setting.Game_Speed, Math.max(settingOptions[Setting.Game_Speed].indexOf(`${this.scene.gameSpeed}x`) - 1, 0));
|
||||
if (this.scene.ui?.getMode() === Mode.SETTINGS)
|
||||
(this.scene.ui.getHandler() as SettingsUiHandler).show([]);
|
||||
}
|
||||
return [0, 0];
|
||||
}
|
||||
|
||||
}
|
Loading…
Reference in New Issue
Block a user