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adapted the code to integrate changes of bennybroseph
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18b1627f87
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@ -106,7 +106,8 @@ export default class BattleScene extends SceneBase {
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public gamepadSupport: boolean = true;
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public gamepadSupport: boolean = true;
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public enableTouchControls: boolean = false;
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public enableTouchControls: boolean = false;
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public enableVibration: boolean = false;
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public enableVibration: boolean = false;
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public abSwapped: boolean = false;
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public disableMenu: boolean = false;
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public disableMenu: boolean = false;
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public gameData: GameData;
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public gameData: GameData;
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@ -189,15 +190,6 @@ export default class BattleScene extends SceneBase {
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this.nextCommandPhaseQueue = [];
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this.nextCommandPhaseQueue = [];
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}
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}
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/**
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* Conditionally swaps the ACTION and CANCEL button
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* @param standard When true, uses the default values
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*/
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setGamepadConfirm(standard: boolean) {
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this.gamepadKeyConfig[Button.ACTION] = standard ? 0 : 1;
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this.gamepadKeyConfig[Button.CANCEL] = standard ? 1 : 0;
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}
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loadPokemonAtlas(key: string, atlasPath: string, experimental?: boolean) {
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loadPokemonAtlas(key: string, atlasPath: string, experimental?: boolean) {
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if (experimental === undefined)
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if (experimental === undefined)
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experimental = this.experimentalSprites;
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experimental = this.experimentalSprites;
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@ -115,8 +115,8 @@ export class InputsController {
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gamepadMapping[this.player.mapping.LC_W] = Button.LEFT;
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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.LC_E] = Button.RIGHT;
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gamepadMapping[this.player.mapping.TOUCH] = Button.SUBMIT;
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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_S] = this.scene.abSwapped ? Button.CANCEL : Button.ACTION;
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gamepadMapping[this.player.mapping.RC_E] = Button.CANCEL;
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gamepadMapping[this.player.mapping.RC_E] = this.scene.abSwapped ? Button.ACTION : Button.CANCEL;
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gamepadMapping[this.player.mapping.SELECT] = Button.STATS;
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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.START] = Button.MENU;
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gamepadMapping[this.player.mapping.RB] = Button.CYCLE_SHINY;
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gamepadMapping[this.player.mapping.RB] = Button.CYCLE_SHINY;
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@ -163,8 +163,8 @@ export class InputsController {
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[Button.LEFT]: [keyCodes.LEFT, keyCodes.A],
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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.RIGHT]: [keyCodes.RIGHT, keyCodes.D],
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[Button.SUBMIT]: [keyCodes.ENTER],
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[Button.SUBMIT]: [keyCodes.ENTER],
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[Button.ACTION]: [keyCodes.SPACE, keyCodes.Z],
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[Button.ACTION]: [keyCodes.SPACE, this.scene.abSwapped ? keyCodes.X : keyCodes.Z],
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[Button.CANCEL]: [keyCodes.BACKSPACE, keyCodes.X],
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[Button.CANCEL]: [keyCodes.BACKSPACE, this.scene.abSwapped ? keyCodes.Z : keyCodes.X],
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[Button.MENU]: [keyCodes.ESC, keyCodes.M],
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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.STATS]: [keyCodes.SHIFT, keyCodes.C],
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[Button.CYCLE_SHINY]: [keyCodes.R],
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[Button.CYCLE_SHINY]: [keyCodes.R],
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@ -152,7 +152,7 @@ export function setSetting(scene: BattleScene, setting: Setting, value: integer)
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scene.gamepadSupport = settingOptions[setting][value] !== 'Disabled';
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scene.gamepadSupport = settingOptions[setting][value] !== 'Disabled';
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break;
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break;
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case Setting.Swap_A_and_B:
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case Setting.Swap_A_and_B:
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scene.setGamepadConfirm(settingOptions[setting][value] !== 'Enabled');
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scene.abSwapped = settingOptions[setting][value] !== 'Disabled';
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break;
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break;
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case Setting.Touch_Controls:
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case Setting.Touch_Controls:
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scene.enableTouchControls = settingOptions[setting][value] !== 'Disabled' && hasTouchscreen();
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scene.enableTouchControls = settingOptions[setting][value] !== 'Disabled' && hasTouchscreen();
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