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* Move game-mode to its own file Reduces circular imports to 325 * Move battler-index to own file Reduces circular deps to 314 * Move trainer-variant to own file Reduces circ deps to 313 * Move enums in pokemon to their own file * Move arena-tag-type to its own file * Move pokemon-moves to its own file * Move command to own file * Move learnMoveType to own file * Move form change item to own file * Move battlerTagLapseType to own file * Move anim enums to own shared file * Move enums out of challenges * Move species form change triggers to own file Reduces circ imports to 291 * Update test importing pokemon move * Replace move attribute imports with string names * Untangle circular deps from game data * Fix missing string call in switch summon phase * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Ensure ChargeMove's is method calls super * Use InstanceType for proper narrowing * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
42 lines
1.3 KiB
TypeScript
42 lines
1.3 KiB
TypeScript
import type { BattlerIndex } from "#enums/battler-index";
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import { globalScene } from "#app/global-scene";
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import type { CommonAnim } from "#enums/move-anims-common";
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import { CommonBattleAnim } from "#app/data/battle-anims";
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import { PokemonPhase } from "./pokemon-phase";
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export class CommonAnimPhase extends PokemonPhase {
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// PokemonHealPhase extends CommonAnimPhase, and to make typescript happy,
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// we need to allow phaseName to be a union of the two
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public readonly phaseName: "CommonAnimPhase" | "PokemonHealPhase" | "WeatherEffectPhase" = "CommonAnimPhase";
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private anim: CommonAnim | null;
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private targetIndex?: BattlerIndex;
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private playOnEmptyField: boolean;
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constructor(
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battlerIndex?: BattlerIndex,
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targetIndex?: BattlerIndex,
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anim: CommonAnim | null = null,
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playOnEmptyField = false,
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) {
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super(battlerIndex);
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this.anim = anim;
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this.targetIndex = targetIndex;
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this.playOnEmptyField = playOnEmptyField;
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}
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setAnimation(anim: CommonAnim) {
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this.anim = anim;
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}
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start() {
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const target =
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this.targetIndex !== undefined
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? (this.player ? globalScene.getEnemyField() : globalScene.getPlayerField())[this.targetIndex]
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: this.getPokemon();
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new CommonBattleAnim(this.anim, this.getPokemon(), target).play(false, () => {
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this.end();
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});
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}
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}
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