pokerogue/src/ui/switch-check-ui-handler.ts
2023-04-01 22:59:07 -04:00

114 lines
3.0 KiB
TypeScript

import { SwitchPhase, SwitchSummonPhase } from "../battle-phase";
import BattleScene from "../battle-scene";
import { addTextObject, TextStyle } from "../text";
import AwaitableUiHandler from "./awaitable-ui-handler";
import { Mode } from "./ui";
export default class SwitchCheckUiHandler extends AwaitableUiHandler {
private switchCheckContainer: Phaser.GameObjects.Container;
private switchCheckBg: Phaser.GameObjects.Image;
private cursorObj: Phaser.GameObjects.Image;
constructor(scene: BattleScene) {
super(scene, Mode.SWITCH_CHECK);
}
setup() {
const ui = this.getUi();
const switchCheckContainer = this.scene.add.container((this.scene.game.canvas.width / 6) - 49, -49);
switchCheckContainer.setVisible(false);
ui.add(switchCheckContainer);
this.switchCheckContainer = switchCheckContainer;
const switchCheckBg = this.scene.add.image(0, 0, 'boolean_window');
switchCheckBg.setOrigin(0, 1);
switchCheckContainer.add(switchCheckBg);
this.switchCheckBg = switchCheckBg;
const switchCheckText = addTextObject(this.scene, 0, 0, 'Yes\nNo', TextStyle.WINDOW, { maxLines: 2 });
switchCheckText.setPositionRelative(switchCheckBg, 16, 9);
switchCheckText.setLineSpacing(12);
switchCheckContainer.add(switchCheckText);
this.setCursor(0);
}
show(args: any[]) {
if (args.length && args[0] instanceof Function) {
super.show(args);
this.awaitingActionInput = true;
this.onActionInput = args[0] as Function;
this.switchCheckContainer.setVisible(true);
this.setCursor(this.cursor);
}
}
processInput(keyCode: integer) {
const keyCodes = Phaser.Input.Keyboard.KeyCodes;
const ui = this.getUi();
if (!this.awaitingActionInput)
return;
let success = false;
if (keyCode === keyCodes.Z || keyCode === keyCodes.X) {
success = true;
if (keyCode === keyCodes.X)
this.setCursor(1);
if (this.onActionInput) {
if (!this.cursor)
this.scene.unshiftPhase(new SwitchPhase(this.scene, false, true));
const originalOnActionInput = this.onActionInput;
this.onActionInput = null;
originalOnActionInput();
this.clear();
}
} else {
switch (keyCode) {
case keyCodes.UP:
if (this.cursor)
success = this.setCursor(0);
break;
case keyCodes.DOWN:
if (!this.cursor)
success = this.setCursor(1);
break;
}
}
if (success)
ui.playSelect();
}
setCursor(cursor: integer): boolean {
const ret = super.setCursor(cursor);
if (!this.cursorObj) {
this.cursorObj = this.scene.add.image(0, 0, 'cursor');
this.switchCheckContainer.add(this.cursorObj);
}
this.cursorObj.setPositionRelative(this.switchCheckBg, 12, this.cursor ? 33 : 17);
return ret;
}
clear() {
super.clear();
this.switchCheckContainer.setVisible(false);
this.eraseCursor();
}
eraseCursor() {
if (this.cursorObj)
this.cursorObj.destroy();
this.cursorObj = null;
}
}