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

@ -909,20 +909,24 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
const originalWarn = console.warn;
// Ignore warnings for missing frames, because there will be a lot
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,
suffix: ".png",
start: 1,
end: 400,
});
console.warn = originalWarn;
if (!globalScene.anims.exists(battleSpriteKey)) {
globalScene.anims.create({
key: this.getBattleSpriteKey(),
key: battleSpriteKey,
frames: battleFrameNames,
frameRate: 10,
repeat: -1,
});
}
}
// With everything loaded, now begin playing the animation.
this.playAnim();

View File

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