Update Biome Text Labels and Variable Name (#1340)
* Added ability to get hex colour from type, added biome text, added functionality for querying biomeType with object.
* Revert "Added ability to get hex colour from type, added biome text, added functionality for querying biomeType with object."
This reverts commit 0f87000aa4
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* Reverted changes, added biome text to line one and renamed wavecounttext to a more standard name.
* Update battle-scene.ts
* Update Formatting
* Update Enums
* Revert
* Update overrides.ts
* Update battle-scene.ts
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Co-authored-by: Jon Studders <jonstudders1@gmail.com>
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@ -151,8 +151,8 @@ export default class BattleScene extends SceneBase {
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public money: integer;
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public pokemonInfoContainer: PokemonInfoContainer;
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private party: PlayerPokemon[];
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private lineOneText: Phaser.GameObjects.Text;
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private waveCountText: Phaser.GameObjects.Text;
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/** Combined Biome and Wave count text */
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private biomeWaveText: Phaser.GameObjects.Text;
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private moneyText: Phaser.GameObjects.Text;
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private scoreText: Phaser.GameObjects.Text;
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private luckLabelText: Phaser.GameObjects.Text;
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@ -351,9 +351,9 @@ export default class BattleScene extends SceneBase {
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this.candyBar.setup();
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this.fieldUI.add(this.candyBar);
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this.lineOneText = addTextObject(this, (this.game.canvas.width / 6) - 2, 0, startingWave.toString(), TextStyle.BATTLE_INFO);
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this.lineOneText.setOrigin(1, 0);
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this.fieldUI.add(this.lineOneText);
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this.biomeWaveText = addTextObject(this, (this.game.canvas.width / 6) - 2, 0, startingWave.toString(), TextStyle.BATTLE_INFO);
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this.biomeWaveText.setOrigin(1, 0);
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this.fieldUI.add(this.biomeWaveText);
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this.moneyText = addTextObject(this, (this.game.canvas.width / 6) - 2, 0, "", TextStyle.MONEY);
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this.moneyText.setOrigin(1, 0);
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@ -481,7 +481,7 @@ export default class BattleScene extends SceneBase {
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}
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});
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this.updateLineOneText();
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this.updateBiomeWaveText();
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this.updateMoneyText();
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this.updateScoreText();
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}
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@ -795,8 +795,8 @@ export default class BattleScene extends SceneBase {
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this.currentBattle = null;
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this.lineOneText.setText(startingWave.toString());
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this.lineOneText.setVisible(false);
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this.biomeWaveText.setText(startingWave.toString());
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this.biomeWaveText.setVisible(false);
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this.updateMoneyText();
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this.moneyText.setVisible(false);
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@ -1245,13 +1245,13 @@ export default class BattleScene extends SceneBase {
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});
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}
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updateLineOneText(): void {
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updateBiomeWaveText(): void {
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const isBoss = !(this.currentBattle.waveIndex % 10);
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const biomeString: string = getBiomeName(this.arena.biomeType);
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this.lineOneText.setText( biomeString + " - " + this.currentBattle.waveIndex.toString());
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this.lineOneText.setColor(!isBoss ? "#404040" : "#f89890");
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this.lineOneText.setShadowColor(!isBoss ? "#ded6b5" : "#984038");
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this.lineOneText.setVisible(true);
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this.biomeWaveText.setText( biomeString + " - " + this.currentBattle.waveIndex.toString());
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this.biomeWaveText.setColor(!isBoss ? "#404040" : "#f89890");
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this.biomeWaveText.setShadowColor(!isBoss ? "#ded6b5" : "#984038");
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this.biomeWaveText.setVisible(true);
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}
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updateMoneyText(): void {
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@ -1299,8 +1299,8 @@ export default class BattleScene extends SceneBase {
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updateUIPositions(): void {
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const enemyModifierCount = this.enemyModifiers.filter(m => m.isIconVisible(this)).length;
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this.lineOneText.setY(-(this.game.canvas.height / 6) + (enemyModifierCount ? enemyModifierCount <= 12 ? 15 : 24 : 0));
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this.moneyText.setY(this.lineOneText.y + 10);
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this.biomeWaveText.setY(-(this.game.canvas.height / 6) + (enemyModifierCount ? enemyModifierCount <= 12 ? 15 : 24 : 0));
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this.moneyText.setY(this.biomeWaveText.y + 10);
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this.scoreText.setY(this.moneyText.y + 10);
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[ this.luckLabelText, this.luckText ].map(l => l.setY((this.scoreText.visible ? this.scoreText : this.moneyText).y + 10));
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const offsetY = (this.scoreText.visible ? this.scoreText : this.moneyText).y + 15;
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@ -18,10 +18,8 @@ export function getBiomeName(biome: Biome | -1) {
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return "Ancient Ruins";
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case Biome.ABYSS:
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return "The Abyss";
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case Biome.SPACE:
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return "Stratosphere";
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case Biome.END:
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return "Final Destination";
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return "???";
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default:
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return Utils.toReadableString(Biome[biome]);
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}
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