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seems old code source is indented with tab
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@ -84,8 +84,8 @@ export type AnySound = Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound
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export default class BattleScene extends SceneBase {
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export default class BattleScene extends SceneBase {
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public rexUI: UIPlugin;
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public rexUI: UIPlugin;
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public inputController: InputsController;
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public inputController: InputsController;
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public uiInputs: UiInputs;
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public uiInputs: UiInputs;
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public sessionPlayTime: integer = null;
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public sessionPlayTime: integer = null;
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public masterVolume: number = 0.5;
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public masterVolume: number = 0.5;
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@ -200,30 +200,30 @@ export default class BattleScene extends SceneBase {
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this.load.atlas(key, `images/pokemon/${variant ? 'variant/' : ''}${experimental ? 'exp/' : ''}${atlasPath}.png`, `images/pokemon/${variant ? 'variant/' : ''}${experimental ? 'exp/' : ''}${atlasPath}.json`);
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this.load.atlas(key, `images/pokemon/${variant ? 'variant/' : ''}${experimental ? 'exp/' : ''}${atlasPath}.png`, `images/pokemon/${variant ? 'variant/' : ''}${experimental ? 'exp/' : ''}${atlasPath}.json`);
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}
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}
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async preload() {
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async preload() {
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if (DEBUG_RNG) {
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if (DEBUG_RNG) {
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const scene = this;
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const scene = this;
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const originalRealInRange = Phaser.Math.RND.realInRange;
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const originalRealInRange = Phaser.Math.RND.realInRange;
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Phaser.Math.RND.realInRange = function (min: number, max: number): number {
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Phaser.Math.RND.realInRange = function (min: number, max: number): number {
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const ret = originalRealInRange.apply(this, [ min, max ]);
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const ret = originalRealInRange.apply(this, [ min, max ]);
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const args = [ 'RNG', ++scene.rngCounter, ret / (max - min), `min: ${min} / max: ${max}` ];
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const args = [ 'RNG', ++scene.rngCounter, ret / (max - min), `min: ${min} / max: ${max}` ];
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args.push(`seed: ${scene.rngSeedOverride || scene.waveSeed || scene.seed}`);
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args.push(`seed: ${scene.rngSeedOverride || scene.waveSeed || scene.seed}`);
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if (scene.rngOffset)
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if (scene.rngOffset)
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args.push(`offset: ${scene.rngOffset}`);
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args.push(`offset: ${scene.rngOffset}`);
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console.log(...args);
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console.log(...args);
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return ret;
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return ret;
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};
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};
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}
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}
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populateAnims();
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populateAnims();
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await this.initVariantData();
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await this.initVariantData();
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}
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}
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create() {
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create() {
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initGameSpeed.apply(this);
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initGameSpeed.apply(this);
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this.inputController = new InputsController(this);
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this.inputController = new InputsController(this);
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this.uiInputs = new UiInputs(this, this.inputController);
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this.uiInputs = new UiInputs(this, this.inputController);
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this.gameData = new GameData(this);
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this.gameData = new GameData(this);
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@ -241,7 +241,7 @@ export default class BattleScene extends SceneBase {
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}
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}
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update() {
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update() {
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this.inputController.update();
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this.inputController.update();
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this.ui?.update();
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this.ui?.update();
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}
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}
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