Added language setting (#185)
* Added language setting * Allow properly changing language --------- Co-authored-by: Flashfyre <flashfireex@gmail.com>
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@ -15,7 +15,7 @@ import { GameData, PlayerGender } from './system/game-data';
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import StarterSelectUiHandler from './ui/starter-select-ui-handler';
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import { TextStyle, addTextObject } from './ui/text';
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import { Moves } from "./data/enums/moves";
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import { } from "./data/move";
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import { allMoves } from "./data/move";
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import { initMoves } from './data/move';
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import { ModifierPoolType, getDefaultModifierTypeForTier, getEnemyModifierTypesForWave } from './modifier/modifier-type';
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import AbilityBar from './ui/ability-bar';
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@ -58,6 +58,7 @@ import { UiTheme } from './enums/ui-theme';
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import { SceneBase } from './scene-base';
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import CandyBar from './ui/candy-bar';
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import { Variant, variantData } from './data/variant';
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import { Localizable } from './plugins/i18n';
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export const bypassLogin = import.meta.env.VITE_BYPASS_LOGIN === "1";
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@ -454,7 +455,7 @@ export default class BattleScene extends SceneBase {
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hideOnComplete: true
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});
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this.reset();
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this.reset(false, false, true);
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const ui = new UI(this);
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this.uiContainer.add(ui);
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@ -738,7 +739,7 @@ export default class BattleScene extends SceneBase {
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return this.currentBattle.randSeedInt(this, range, min);
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}
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reset(clearScene: boolean = false, clearData: boolean = false): void {
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reset(clearScene: boolean = false, clearData: boolean = false, reloadI18n: boolean = false): void {
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if (clearData)
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this.gameData = new GameData(this);
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@ -791,7 +792,13 @@ export default class BattleScene extends SceneBase {
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this.trainer.setTexture(`trainer_${this.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back`);
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this.trainer.setPosition(406, 186);
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this.trainer.setVisible(true)
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this.trainer.setVisible(true);
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if (reloadI18n) {
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const localizable: Localizable[] = [ ...allMoves ];
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for (let item of localizable)
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item.localize();
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}
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if (clearScene) {
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this.fadeOutBgm(250, false);
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@ -24,7 +24,7 @@ import { Species } from "./enums/species";
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import { ModifierPoolType } from "#app/modifier/modifier-type";
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import { Command } from "../ui/command-ui-handler";
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import { Biome } from "./enums/biome";
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import i18next from '../plugins/i18n';
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import i18next, { Localizable } from '../plugins/i18n';
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export enum MoveCategory {
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PHYSICAL,
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@ -75,7 +75,7 @@ export enum MoveFlags {
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type MoveConditionFunc = (user: Pokemon, target: Pokemon, move: Move) => boolean;
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type UserMoveConditionFunc = (user: Pokemon, move: Move) => boolean;
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export default class Move {
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export default class Move implements Localizable {
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public id: Moves;
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public name: string;
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public type: Type;
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@ -97,14 +97,14 @@ export default class Move {
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const i18nKey = Moves[id].split('_').filter(f => f).map((f, i) => i ? `${f[0]}${f.slice(1).toLowerCase()}` : f.toLowerCase()).join('') as unknown as string;
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this.name = id ? i18next.t(`move:${i18nKey}.name`) as string : '';
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this.name = id ? i18next.t(`move:${i18nKey}.name`).toString() : '';
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this.type = type;
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this.category = category;
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this.moveTarget = defaultMoveTarget;
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this.power = power;
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this.accuracy = accuracy;
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this.pp = pp;
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this.effect = id ? i18next.t(`move:${i18nKey}.effect`) as string : '';
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this.effect = id ? i18next.t(`move:${i18nKey}.effect`).toString() : '';
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this.chance = chance;
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this.priority = priority;
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this.generation = generation;
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@ -119,6 +119,13 @@ export default class Move {
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this.setFlag(MoveFlags.MAKES_CONTACT, true);
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}
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localize() {
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const i18nKey = Moves[this.id].split('_').filter(f => f).map((f, i) => i ? `${f[0]}${f.slice(1).toLowerCase()}` : f.toLowerCase()).join('') as unknown as string;
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this.name = this.id ? i18next.t(`move:${i18nKey}.name`).toString() : '';
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this.effect = this.id ? i18next.t(`move:${i18nKey}.effect`).toString() : '';
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}
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getAttrs(attrType: { new(...args: any[]): MoveAttr }): MoveAttr[] {
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return this.attrs.filter(a => a instanceof attrType);
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}
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@ -8,12 +8,14 @@ import { SceneBase } from "./scene-base";
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import { WindowVariant, getWindowVariantSuffix } from "./ui/ui-theme";
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import { isMobile } from "./touch-controls";
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import * as Utils from "./utils";
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import { initI18n } from "./plugins/i18n";
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export class LoadingScene extends SceneBase {
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constructor() {
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super('loading');
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Phaser.Plugins.PluginCache.register('Loader', CacheBustedLoaderPlugin, 'load');
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initI18n();
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}
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preload() {
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@ -15,41 +15,52 @@ export interface MoveTranslations {
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[key: string]: MoveTranslationEntry
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}
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export interface Localizable {
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localize(): void;
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}
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const DEFAULT_LANGUAGE_OVERRIDE = '';
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/**
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* i18next is a localization library for maintaining and using translation resources.
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*
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* Q: How do I add a new language?
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* A: To add a new language, create a new folder in the locales directory with the language code.
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* Each language folder should contain a file for each namespace (ex. menu.ts) with the translations.
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*
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* Q: How do I add a new namespace?
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* A: To add a new namespace, create a new file in each language folder with the translations.
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* Then update the `resources` field in the init() call and the CustomTypeOptions interface.
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*/
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export function initI18n(): void {
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let lang = 'en';
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i18next.init({
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lng: DEFAULT_LANGUAGE_OVERRIDE ? DEFAULT_LANGUAGE_OVERRIDE : 'en',
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fallbackLng: 'en',
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debug: true,
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interpolation: {
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escapeValue: false,
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},
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resources: {
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en: {
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menu: enMenu,
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move: enMove,
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if (localStorage.getItem('prLang'))
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lang = localStorage.getItem('prLang');
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/**
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* i18next is a localization library for maintaining and using translation resources.
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*
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* Q: How do I add a new language?
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* A: To add a new language, create a new folder in the locales directory with the language code.
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* Each language folder should contain a file for each namespace (ex. menu.ts) with the translations.
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*
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* Q: How do I add a new namespace?
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* A: To add a new namespace, create a new file in each language folder with the translations.
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* Then update the `resources` field in the init() call and the CustomTypeOptions interface.
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*/
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i18next.init({
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lng: DEFAULT_LANGUAGE_OVERRIDE ? DEFAULT_LANGUAGE_OVERRIDE : lang,
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fallbackLng: 'en',
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debug: true,
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interpolation: {
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escapeValue: false,
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},
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it: {
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menu: itMenu,
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resources: {
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en: {
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menu: enMenu,
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move: enMove,
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},
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it: {
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menu: itMenu,
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},
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fr: {
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menu: frMenu,
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move: frMove,
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}
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},
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fr: {
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menu: frMenu,
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move: frMove,
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}
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},
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});
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});
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}
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// Module declared to make referencing keys in the localization files type-safe.
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declare module 'i18next' {
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@ -1,13 +1,17 @@
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import i18next from "i18next";
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import BattleScene from "../battle-scene";
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import { hasTouchscreen } from "../touch-controls";
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import { updateWindowType } from "../ui/ui-theme";
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import { PlayerGender } from "./game-data";
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import { Mode } from "#app/ui/ui";
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import SettingsUiHandler from "#app/ui/settings-ui-handler";
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export enum Setting {
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Game_Speed = "GAME_SPEED",
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Master_Volume = "MASTER_VOLUME",
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BGM_Volume = "BGM_VOLUME",
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SE_Volume = "SE_VOLUME",
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Language = "LANGUAGE",
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Damage_Numbers = "DAMAGE_NUMBERS",
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UI_Theme = "UI_THEME",
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Window_Type = "WINDOW_TYPE",
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@ -38,6 +42,7 @@ export const settingOptions: SettingOptions = {
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[Setting.Master_Volume]: new Array(11).fill(null).map((_, i) => i ? (i * 10).toString() : 'Mute'),
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[Setting.BGM_Volume]: new Array(11).fill(null).map((_, i) => i ? (i * 10).toString() : 'Mute'),
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[Setting.SE_Volume]: new Array(11).fill(null).map((_, i) => i ? (i * 10).toString() : 'Mute'),
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[Setting.Language]: [ 'English', 'Change' ],
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[Setting.Damage_Numbers]: [ 'Off', 'Simple', 'Fancy' ],
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[Setting.UI_Theme]: [ 'Default', 'Legacy' ],
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[Setting.Window_Type]: new Array(5).fill(null).map((_, i) => (i + 1).toString()),
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@ -60,6 +65,7 @@ export const settingDefaults: SettingDefaults = {
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[Setting.Master_Volume]: 5,
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[Setting.BGM_Volume]: 10,
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[Setting.SE_Volume]: 10,
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[Setting.Language]: 0,
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[Setting.Damage_Numbers]: 0,
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[Setting.UI_Theme]: 0,
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[Setting.Window_Type]: 0,
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@ -77,7 +83,7 @@ export const settingDefaults: SettingDefaults = {
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[Setting.Vibration]: 0
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};
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export const reloadSettings: Setting[] = [ Setting.UI_Theme ];
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export const reloadSettings: Setting[] = [ Setting.UI_Theme, Setting.Language ];
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export function setSetting(scene: BattleScene, setting: Setting, value: integer): boolean {
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switch (setting) {
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@ -151,6 +157,39 @@ export function setSetting(scene: BattleScene, setting: Setting, value: integer)
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case Setting.Vibration:
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scene.enableVibration = settingOptions[setting][value] !== 'Disabled' && hasTouchscreen();
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break;
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case Setting.Language:
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if (value) {
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if (scene.ui) {
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const cancelHandler = () => {
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scene.ui.revertMode();
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(scene.ui.getHandler() as SettingsUiHandler).setOptionCursor(Object.values(Setting).indexOf(Setting.Language), 0, true);
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};
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const changeLocaleHandler = (locale: string) => {
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i18next.changeLanguage(locale);
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localStorage.setItem('prLang', locale);
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cancelHandler();
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scene.reset(true, false, true);
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};
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scene.ui.setOverlayMode(Mode.OPTION_SELECT, {
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options: [
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{
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label: 'English',
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handler: () => changeLocaleHandler('en')
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},
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{
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label: 'French',
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handler: () => changeLocaleHandler('fr')
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},
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{
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label: 'Cancel',
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handler: () => cancelHandler()
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}
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]
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});
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return false;
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}
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}
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break;
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}
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return true;
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@ -22,11 +22,13 @@ export default class SettingsUiHandler extends UiHandler {
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private cursorObj: Phaser.GameObjects.NineSlice;
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private reloadRequired: boolean;
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private reloadI18n: boolean;
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constructor(scene: BattleScene, mode?: Mode) {
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super(scene, mode);
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this.reloadRequired = false;
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this.reloadI18n = false;
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}
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setup() {
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@ -197,8 +199,11 @@ export default class SettingsUiHandler extends UiHandler {
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if (save) {
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this.scene.gameData.saveSetting(setting, cursor)
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if (reloadSettings.includes(setting))
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if (reloadSettings.includes(setting)) {
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this.reloadRequired = true;
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if (setting === Setting.Language)
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this.reloadI18n = true;
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}
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}
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return true;
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@ -234,7 +239,7 @@ export default class SettingsUiHandler extends UiHandler {
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this.eraseCursor();
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if (this.reloadRequired) {
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this.reloadRequired = false;
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this.scene.reset(true);
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this.scene.reset(true, false, true);
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}
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}
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