mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2025-08-21 06:49:35 +02:00
Added changes
This commit is contained in:
parent
6bbbdf281d
commit
3f6629c9ba
@ -2981,19 +2981,13 @@ export default class BattleScene extends SceneBase {
|
|||||||
*/
|
*/
|
||||||
getActiveKeys(): string[] {
|
getActiveKeys(): string[] {
|
||||||
const keys: string[] = [];
|
const keys: string[] = [];
|
||||||
const playerParty = this.getParty();
|
const activePokemon: (PlayerPokemon | EnemyPokemon)[] = this.getParty();
|
||||||
playerParty.forEach(p => {
|
activePokemon.concat(this.getEnemyParty());
|
||||||
|
activePokemon.forEach((p) => {
|
||||||
keys.push(p.getSpriteKey(true));
|
keys.push(p.getSpriteKey(true));
|
||||||
|
if (p instanceof PlayerPokemon) {
|
||||||
keys.push(p.getBattleSpriteKey(true, true));
|
keys.push(p.getBattleSpriteKey(true, true));
|
||||||
keys.push(p.species.getCryKey(p.formIndex));
|
|
||||||
if (p.fusionSpecies) {
|
|
||||||
keys.push(p.fusionSpecies.getCryKey(p.fusionFormIndex));
|
|
||||||
}
|
}
|
||||||
});
|
|
||||||
// enemyParty has to be operated on separately from playerParty because playerPokemon =/= enemyPokemon
|
|
||||||
const enemyParty = this.getEnemyParty();
|
|
||||||
enemyParty.forEach(p => {
|
|
||||||
keys.push(p.getSpriteKey(true));
|
|
||||||
keys.push(p.species.getCryKey(p.formIndex));
|
keys.push(p.species.getCryKey(p.formIndex));
|
||||||
if (p.fusionSpecies) {
|
if (p.fusionSpecies) {
|
||||||
keys.push(p.fusionSpecies.getCryKey(p.fusionFormIndex));
|
keys.push(p.fusionSpecies.getCryKey(p.fusionFormIndex));
|
||||||
|
@ -3228,7 +3228,6 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
|
|||||||
delay: Utils.fixedInt(delay),
|
delay: Utils.fixedInt(delay),
|
||||||
repeat: -1,
|
repeat: -1,
|
||||||
callback: () => {
|
callback: () => {
|
||||||
++i;
|
|
||||||
frameThreshold = sprite.anims.msPerFrame / rate;
|
frameThreshold = sprite.anims.msPerFrame / rate;
|
||||||
frameProgress += delay;
|
frameProgress += delay;
|
||||||
while (frameProgress > frameThreshold) {
|
while (frameProgress > frameThreshold) {
|
||||||
|
Loading…
Reference in New Issue
Block a user