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