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* Grabbed reverted changes from stuff
* Added version migrator for rage fist data + deepMergeSpriteData tests
* fixed formattign
* Fied a few
* Fixed constructor (maybe), moved deepCopy and deepMergeSpriteData to own file
`common.ts` is hella bloated so seems legit
* Moved empty moveset verification mapping thing to upgrade script bc i wanted to
* Fixed tests
* test added
* Fixed summondata being cleared inside summonPhase, removed `summonDataPrimer`
like seriously how come no-one checked this
* Fixed test
I forgot that we outsped and oneshot
* Fixed test
* huhjjjjjb
* Hopefully fixed bug
my sanity and homework are paying the price for this lol
* added commented out console.log statement
uncomment to see new berry data
* Fixed migrate script, re-added deprecated attributes out of necessity
* Fixed failing test by not trying to mock rng
* Fixed test
* Fixed tests
* Update ability.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update ability.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update overrides.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update berry-phase.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update encounter-phase.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update game-data.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update move-phase.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Added utility function `randSeedFloat`
basically just `Phaser.math.RND.realInRange(0, 1)`
* Applied review comments, cleaned up code a bit
* Removed unnecessary null checks for turnData and co.
I explicitly made them initialized by default for this very reason
* Added tests for Last Resort regarding moveHistory
* Update pokemon.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update battle-scene.ts
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
* Update the-winstrate-challenge-encounter.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update ability.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update move.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update move.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update move.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update battle-anims.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update pokemon.ts comments
* Fixed a few outstanding issues with documentation
* Updated switch summon phase comment
* Re-added BattleSummonData as TempSummonData
* Hppefully fixed -1 sprite scale glitch
* Fixed comment
* Reveted `pokemon-forms.ts`
* Fuxed constructor
* fixed -1 bug
* Revert "Added utility function `randSeedFloat`"
This reverts commit 4c3447c851.
---------
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
85 lines
2.7 KiB
TypeScript
85 lines
2.7 KiB
TypeScript
import { globalScene } from "#app/global-scene";
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import { EncounterPhase } from "./encounter-phase";
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/**
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* The phase between defeating an encounter and starting another wild wave.
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* Handles generating, loading and preparing for it.
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*/
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export class NextEncounterPhase extends EncounterPhase {
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start() {
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super.start();
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}
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doEncounter(): void {
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globalScene.playBgm(undefined, true);
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// Reset all player transient wave data/intel before starting a new wild encounter.
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// We exclusively reset wave data here as wild waves are considered one continuous "battle"
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// for lack of an arena transition.
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for (const pokemon of globalScene.getPlayerParty()) {
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if (pokemon) {
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pokemon.resetWaveData();
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}
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}
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globalScene.arenaNextEnemy.setBiome(globalScene.arena.biomeType);
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globalScene.arenaNextEnemy.setVisible(true);
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const enemyField = globalScene.getEnemyField();
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const moveTargets: any[] = [
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globalScene.arenaEnemy,
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globalScene.arenaNextEnemy,
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globalScene.currentBattle.trainer,
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enemyField,
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globalScene.lastEnemyTrainer,
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];
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const lastEncounterVisuals = globalScene.lastMysteryEncounter?.introVisuals;
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if (lastEncounterVisuals) {
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moveTargets.push(lastEncounterVisuals);
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}
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const nextEncounterVisuals = globalScene.currentBattle.mysteryEncounter?.introVisuals;
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if (nextEncounterVisuals) {
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const enterFromRight = nextEncounterVisuals.enterFromRight;
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if (enterFromRight) {
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nextEncounterVisuals.x += 500;
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globalScene.tweens.add({
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targets: nextEncounterVisuals,
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x: "-=200",
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duration: 2000,
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});
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} else {
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moveTargets.push(nextEncounterVisuals);
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}
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}
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globalScene.tweens.add({
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targets: moveTargets.flat(),
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x: "+=300",
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duration: 2000,
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onComplete: () => {
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globalScene.arenaEnemy.setBiome(globalScene.arena.biomeType);
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globalScene.arenaEnemy.setX(globalScene.arenaNextEnemy.x);
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globalScene.arenaEnemy.setAlpha(1);
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globalScene.arenaNextEnemy.setX(globalScene.arenaNextEnemy.x - 300);
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globalScene.arenaNextEnemy.setVisible(false);
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if (globalScene.lastEnemyTrainer) {
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globalScene.lastEnemyTrainer.destroy();
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}
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if (lastEncounterVisuals) {
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globalScene.field.remove(lastEncounterVisuals, true);
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globalScene.lastMysteryEncounter!.introVisuals = undefined;
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}
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if (!this.tryOverrideForBattleSpec()) {
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this.doEncounterCommon();
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}
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},
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});
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}
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/**
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* Do nothing (since this is simply the next wave in the same biome).
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*/
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trySetWeatherIfNewBiome(): void {}
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}
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