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* TS: enable strict-null * fix battle-scene.ts * fix voucher.ts * adapt more files to strict-null * adapt more files to strict-null ( 2) * adapt ability.ts to strict-null * adapt `arena.ts` to strict-null * adapt TagAddedEvent constructor to strict-null * adapt phases.ts.to strict-null * adapt status-effect.ts to strict-null * adapt `account.ts` to strict-null * adapt `configHandler.ts` to strict-null * adapt `ability.ts` to strict-null * adapt `biomes.ts` to strict-null * adapt `challenge.ts` to strict-null * adapt `daily-run.ts` to strict-null * adapt `nature.ts` to strict-null * adapt `pokemon-forms.ts` to strict-null * adapt `tainer-names.ts` to strict-null * adapt `types.ts` to strict-null * adapt `weather.ts` to strict-null * adapt `egg-hatch-phase.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `pokemon-sprite-sparkle-handler.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `game-mode.ts` to strict-null * adapt `utils.ts` to strict-null * adapt `voucher-ui-handler.ts` to strict-null * adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null * adapt `src/ui/ui.ts` to strict-null * adapt `src/ui/ui-theme.ts` to strict-null * adapt `src/ui/title-ui-handler.ts` to strict-null * adapt `src/ui/time-of-day-widget.ts` to strict-null * adapt `src/ui/text.ts` to strict-null * adapt `src/ui/target-select-ui-handler.ts` to strict-null * adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null * adapt more files to strict-null (3) * adapt more files to strict-null (4) * adapt more files (mostly tests) to strict-null (5) * adapt more files to strict-null (6) * adapt more files to strict-null (7) * Update `src/data/pokemon-evolutions.ts` for strict-null Partial update `src/data/pokemon-species.ts` for strict-null * adapt more files to strict-null (8) * adapt more files to strict-null (9) * Strict some more nulls (still a few errors remaining) * adapt rest of the files to strict-null (9) * fix tests (check for null instead of undefined) * repalce a lot of `??` with bangs And added TODO notice as usual * fix more tests * all tests pass now * fix broken game-loop after trainer battle add some console.warn for missing cases and falling back to default * remove guessed fallback from utils.rgbHexToRgba * add TODO for this.currentBattle = null * adjust getPokemonById() return to include `null` * fix compilation errors * add test for pokemon.trySetStatus * `chanceMultiplier` shouldn't be optional * allow `null` for currentPhase * adjust hasExpSprite logic for no keymatch found * reduce bang usage in account.updateUserInfo() * fix new strict-null issues after merge * fix `strict-null` issues in dropdown.ts and sand_spit.test.ts * fix egg-gacha * adapt gul_missile.test.ts to strict-null * fix move.ts strict-null * fix i18n.ts strict-null * fix strict-null issues * fix baton_pass test after accidentially breaking it * chore: fix compiler errors * revert accidential changes in baton_pass.test.ts --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
185 lines
5.0 KiB
TypeScript
185 lines
5.0 KiB
TypeScript
import { CommandPhase } from "../phases";
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import BattleScene from "../battle-scene";
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import { addTextObject, TextStyle } from "./text";
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import PartyUiHandler, { PartyUiMode } from "./party-ui-handler";
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import { Mode } from "./ui";
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import UiHandler from "./ui-handler";
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import i18next from "i18next";
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import {Button} from "#enums/buttons";
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import { getPokemonNameWithAffix } from "#app/messages.js";
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export enum Command {
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FIGHT = 0,
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BALL,
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POKEMON,
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RUN
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}
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export default class CommandUiHandler extends UiHandler {
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private commandsContainer: Phaser.GameObjects.Container;
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private cursorObj: Phaser.GameObjects.Image | null;
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protected fieldIndex: integer = 0;
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protected cursor2: integer = 0;
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constructor(scene: BattleScene) {
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super(scene, Mode.COMMAND);
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}
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setup() {
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const ui = this.getUi();
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const commands = [
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i18next.t("commandUiHandler:fight"),
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i18next.t("commandUiHandler:ball"),
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i18next.t("commandUiHandler:pokemon"),
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i18next.t("commandUiHandler:run")
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];
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this.commandsContainer = this.scene.add.container(217, -38.7);
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this.commandsContainer.setName("commands");
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this.commandsContainer.setVisible(false);
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ui.add(this.commandsContainer);
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for (let c = 0; c < commands.length; c++) {
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const commandText = addTextObject(this.scene, c % 2 === 0 ? 0 : 55.8, c < 2 ? 0 : 16, commands[c], TextStyle.WINDOW);
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commandText.setName(commands[c]);
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this.commandsContainer.add(commandText);
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}
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}
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show(args: any[]): boolean {
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super.show(args);
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this.fieldIndex = args.length ? args[0] as integer : 0;
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this.commandsContainer.setVisible(true);
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let commandPhase: CommandPhase;
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const currentPhase = this.scene.getCurrentPhase();
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if (currentPhase instanceof CommandPhase) {
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commandPhase = currentPhase;
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} else {
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commandPhase = this.scene.getStandbyPhase() as CommandPhase;
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}
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const messageHandler = this.getUi().getMessageHandler();
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messageHandler.bg.setVisible(true);
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messageHandler.commandWindow.setVisible(true);
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messageHandler.movesWindowContainer.setVisible(false);
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messageHandler.message.setWordWrapWidth(1110);
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messageHandler.showText(i18next.t("commandUiHandler:actionMessage", {pokemonName: getPokemonNameWithAffix(commandPhase.getPokemon())}), 0);
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this.setCursor(this.getCursor());
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return true;
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}
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processInput(button: Button): boolean {
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const ui = this.getUi();
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let success = false;
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const cursor = this.getCursor();
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if (button === Button.CANCEL || button === Button.ACTION) {
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if (button === Button.ACTION) {
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switch (cursor) {
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// Fight
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case 0:
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if ((this.scene.getCurrentPhase() as CommandPhase).checkFightOverride()) {
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return true;
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}
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ui.setMode(Mode.FIGHT, (this.scene.getCurrentPhase() as CommandPhase).getFieldIndex());
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success = true;
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break;
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// Ball
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case 1:
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ui.setModeWithoutClear(Mode.BALL);
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success = true;
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break;
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// Pokemon
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case 2:
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ui.setMode(Mode.PARTY, PartyUiMode.SWITCH, (this.scene.getCurrentPhase() as CommandPhase).getPokemon().getFieldIndex(), null, PartyUiHandler.FilterNonFainted);
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success = true;
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break;
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// Run
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case 3:
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(this.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.RUN, 0);
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success = true;
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break;
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}
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} else {
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(this.scene.getCurrentPhase() as CommandPhase).cancel();
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}
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} else {
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switch (button) {
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case Button.UP:
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if (cursor >= 2) {
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success = this.setCursor(cursor - 2);
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}
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break;
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case Button.DOWN:
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if (cursor < 2) {
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success = this.setCursor(cursor + 2);
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}
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break;
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case Button.LEFT:
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if (cursor % 2 === 1) {
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success = this.setCursor(cursor - 1);
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}
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break;
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case Button.RIGHT:
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if (cursor % 2 === 0) {
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success = this.setCursor(cursor + 1);
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}
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break;
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}
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}
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if (success) {
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ui.playSelect();
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}
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return success;
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}
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getCursor(): integer {
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return !this.fieldIndex ? this.cursor : this.cursor2;
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}
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setCursor(cursor: integer): boolean {
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const changed = this.getCursor() !== cursor;
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if (changed) {
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if (!this.fieldIndex) {
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this.cursor = cursor;
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} else {
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this.cursor2 = cursor;
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}
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}
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if (!this.cursorObj) {
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this.cursorObj = this.scene.add.image(0, 0, "cursor");
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this.commandsContainer.add(this.cursorObj);
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}
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this.cursorObj.setPosition(-5 + (cursor % 2 === 1 ? 56 : 0), 8 + (cursor >= 2 ? 16 : 0));
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return changed;
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}
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clear(): void {
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super.clear();
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this.getUi().getMessageHandler().commandWindow.setVisible(false);
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this.commandsContainer.setVisible(false);
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this.getUi().getMessageHandler().clearText();
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this.eraseCursor();
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}
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eraseCursor(): void {
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if (this.cursorObj) {
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this.cursorObj.destroy();
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}
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this.cursorObj = null;
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}
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}
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