Fix ditto sprite not loading properly

This commit is contained in:
Dean 2025-05-09 12:34:53 -07:00
parent 0712f86462
commit 5d2a6743dc
2 changed files with 12 additions and 8 deletions

View File

@ -909,19 +909,23 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
const originalWarn = console.warn; const originalWarn = console.warn;
// Ignore warnings for missing frames, because there will be a lot // Ignore warnings for missing frames, because there will be a lot
console.warn = () => {}; console.warn = () => {};
const battleFrameNames = globalScene.anims.generateFrameNames(this.getBattleSpriteKey(), { // NEED REVIEW: is `this.isPlayer()` always the correct check for whether to get the front of back sprite?
const battleSpriteKey = this.getBattleSpriteKey(this.isPlayer(), ignoreOverride);
const battleFrameNames = globalScene.anims.generateFrameNames(battleSpriteKey, {
zeroPad: 4, zeroPad: 4,
suffix: ".png", suffix: ".png",
start: 1, start: 1,
end: 400, end: 400,
}); });
console.warn = originalWarn; console.warn = originalWarn;
globalScene.anims.create({ if (!globalScene.anims.exists(battleSpriteKey)) {
key: this.getBattleSpriteKey(), globalScene.anims.create({
frames: battleFrameNames, key: battleSpriteKey,
frameRate: 10, frames: battleFrameNames,
repeat: -1, frameRate: 10,
}); repeat: -1,
});
}
} }
// With everything loaded, now begin playing the animation. // With everything loaded, now begin playing the animation.
this.playAnim(); this.playAnim();

View File

@ -1110,7 +1110,7 @@ export class GameData {
for (const p of sessionData.party) { for (const p of sessionData.party) {
const pokemon = p.toPokemon() as PlayerPokemon; const pokemon = p.toPokemon() as PlayerPokemon;
pokemon.setVisible(false); pokemon.setVisible(false);
loadPokemonAssets.push(pokemon.loadAssets()); loadPokemonAssets.push(pokemon.loadAssets(false));
party.push(pokemon); party.push(pokemon);
} }