Merge branch 'beta' into formChangeLocale
This commit is contained in:
commit
c839411beb
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@ -56,7 +56,7 @@ Check out [Github Issues](https://github.com/pagefaultgames/pokerogue/issues) to
|
|||
- Pokémon Legends: Arceus
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- Pokémon Scarlet/Violet
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- Firel (Custom Ice Cave, Laboratory, Metropolis, Plains, Power Plant, Seabed, Space, and Volcano biome music)
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- Lmz (Custom Jungle biome music)
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- Lmz (Custom Ancient Ruins, Jungle, and Lake biome music)
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- Andr06 (Custom Slum and Sea biome music)
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### 🎵 Sound Effects
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|
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@ -3974,18 +3974,17 @@ export class StatusCategoryOnAllyAttr extends VariableMoveCategoryAttr {
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export class ShellSideArmCategoryAttr extends VariableMoveCategoryAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const category = (args[0] as Utils.NumberHolder);
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const atkRatio = user.getEffectiveStat(Stat.ATK, target, move) / target.getEffectiveStat(Stat.DEF, user, move);
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const specialRatio = user.getEffectiveStat(Stat.SPATK, target, move) / target.getEffectiveStat(Stat.SPDEF, user, move);
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// Shell Side Arm is much more complicated than it looks, this is a partial implementation to try to achieve something similar to the games
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if (atkRatio > specialRatio) {
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const predictedPhysDmg = target.getBaseDamage(user, move, MoveCategory.PHYSICAL, true, true);
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const predictedSpecDmg = target.getBaseDamage(user, move, MoveCategory.SPECIAL, true, true);
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if (predictedPhysDmg > predictedSpecDmg) {
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category.value = MoveCategory.PHYSICAL;
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return true;
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} else if (atkRatio === specialRatio && user.randSeedInt(2) === 0) {
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} else if (predictedPhysDmg === predictedSpecDmg && user.randSeedInt(2) === 0) {
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category.value = MoveCategory.PHYSICAL;
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return true;
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}
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return false;
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}
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}
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@ -9106,7 +9105,7 @@ export function initMoves() {
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new AttackMove(Moves.SHELL_SIDE_ARM, Type.POISON, MoveCategory.SPECIAL, 90, 100, 10, 20, 0, 8)
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.attr(ShellSideArmCategoryAttr)
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.attr(StatusEffectAttr, StatusEffect.POISON)
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.partial(),
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.partial(), // Physical version of the move does not make contact
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new AttackMove(Moves.MISTY_EXPLOSION, Type.FAIRY, MoveCategory.SPECIAL, 100, 100, 5, -1, 0, 8)
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.attr(SacrificialAttr)
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.target(MoveTarget.ALL_NEAR_OTHERS)
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|
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@ -762,7 +762,7 @@ export class Arena {
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case Biome.BEACH:
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return 3.462;
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case Biome.LAKE:
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return 5.350;
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return 7.215;
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case Biome.SEABED:
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return 2.600;
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case Biome.MOUNTAIN:
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@ -788,7 +788,7 @@ export class Arena {
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case Biome.FACTORY:
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return 4.985;
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case Biome.RUINS:
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return 2.270;
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return 0.000;
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case Biome.WASTELAND:
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return 6.336;
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case Biome.ABYSS:
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|
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@ -2322,11 +2322,61 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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return accuracyMultiplier.value / evasionMultiplier.value;
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}
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/**
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* Calculates the base damage of the given move against this Pokemon when attacked by the given source.
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* Used during damage calculation and for Shell Side Arm's forecasting effect.
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* @param source the attacking {@linkcode Pokemon}.
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* @param move the {@linkcode Move} used in the attack.
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* @param moveCategory the move's {@linkcode MoveCategory} after variable-category effects are applied.
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* @param ignoreAbility if `true`, ignores this Pokemon's defensive ability effects (defaults to `false`).
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* @param ignoreSourceAbility if `true`, ignore's the attacking Pokemon's ability effects (defaults to `false`).
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* @param isCritical if `true`, calculates effective stats as if the hit were critical (defaults to `false`).
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* @param simulated if `true`, suppresses changes to game state during calculation (defaults to `true`).
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* @returns The move's base damage against this Pokemon when used by the source Pokemon.
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*/
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getBaseDamage(source: Pokemon, move: Move, moveCategory: MoveCategory, ignoreAbility: boolean = false, ignoreSourceAbility: boolean = false, isCritical: boolean = false, simulated: boolean = true): number {
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const isPhysical = moveCategory === MoveCategory.PHYSICAL;
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/** A base damage multiplier based on the source's level */
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const levelMultiplier = (2 * source.level / 5 + 2);
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/** The power of the move after power boosts from abilities, etc. have applied */
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const power = move.calculateBattlePower(source, this, simulated);
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/**
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* The attacker's offensive stat for the given move's category.
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* Critical hits cause negative stat stages to be ignored.
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*/
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const sourceAtk = new Utils.NumberHolder(source.getEffectiveStat(isPhysical ? Stat.ATK : Stat.SPATK, this, undefined, ignoreSourceAbility, ignoreAbility, isCritical, simulated));
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applyMoveAttrs(VariableAtkAttr, source, this, move, sourceAtk);
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/**
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* This Pokemon's defensive stat for the given move's category.
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* Critical hits cause positive stat stages to be ignored.
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*/
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const targetDef = new Utils.NumberHolder(this.getEffectiveStat(isPhysical ? Stat.DEF : Stat.SPDEF, source, move, ignoreAbility, ignoreSourceAbility, isCritical, simulated));
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applyMoveAttrs(VariableDefAttr, source, this, move, targetDef);
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/**
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* The attack's base damage, as determined by the source's level, move power
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* and Attack stat as well as this Pokemon's Defense stat
|
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*/
|
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const baseDamage = ((levelMultiplier * power * sourceAtk.value / targetDef.value) / 50) + 2;
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/** Debug message for non-simulated calls (i.e. when damage is actually dealt) */
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if (!simulated) {
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console.log("base damage", baseDamage, move.name, power, sourceAtk.value, targetDef.value);
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}
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||||
return baseDamage;
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}
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/**
|
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* Calculates the damage of an attack made by another Pokemon against this Pokemon
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* @param source {@linkcode Pokemon} the attacking Pokemon
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* @param move {@linkcode Pokemon} the move used in the attack
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* @param ignoreAbility If `true`, ignores this Pokemon's defensive ability effects
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* @param ignoreSourceAbility If `true`, ignores the attacking Pokemon's ability effects
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* @param isCritical If `true`, calculates damage for a critical hit.
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* @param simulated If `true`, suppresses changes to game state during the calculation.
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* @returns a {@linkcode DamageCalculationResult} object with three fields:
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@ -2395,35 +2445,11 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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};
|
||||
}
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// ----- BEGIN BASE DAMAGE MULTIPLIERS -----
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/** A base damage multiplier based on the source's level */
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const levelMultiplier = (2 * source.level / 5 + 2);
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/** The power of the move after power boosts from abilities, etc. have applied */
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const power = move.calculateBattlePower(source, this, simulated);
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/**
|
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* The attacker's offensive stat for the given move's category.
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* Critical hits ignore negative stat stages.
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*/
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const sourceAtk = new Utils.NumberHolder(source.getEffectiveStat(isPhysical ? Stat.ATK : Stat.SPATK, this, undefined, ignoreSourceAbility, ignoreAbility, isCritical, simulated));
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applyMoveAttrs(VariableAtkAttr, source, this, move, sourceAtk);
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/**
|
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* This Pokemon's defensive stat for the given move's category.
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* Critical hits ignore positive stat stages.
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*/
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const targetDef = new Utils.NumberHolder(this.getEffectiveStat(isPhysical ? Stat.DEF : Stat.SPDEF, source, move, ignoreAbility, ignoreSourceAbility, isCritical, simulated));
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applyMoveAttrs(VariableDefAttr, source, this, move, targetDef);
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/**
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* The attack's base damage, as determined by the source's level, move power
|
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* and Attack stat as well as this Pokemon's Defense stat
|
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*/
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const baseDamage = ((levelMultiplier * power * sourceAtk.value / targetDef.value) / 50) + 2;
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// ------ END BASE DAMAGE MULTIPLIERS ------
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const baseDamage = this.getBaseDamage(source, move, moveCategory, ignoreAbility, ignoreSourceAbility, isCritical, simulated);
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/** 25% damage debuff on moves hitting more than one non-fainted target (regardless of immunities) */
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const { targets, multiple } = getMoveTargets(source, move.id);
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@ -2549,7 +2575,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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// debug message for when damage is applied (i.e. not simulated)
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if (!simulated) {
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console.log("damage", damage.value, move.name, power, sourceAtk, targetDef);
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console.log("damage", damage.value, move.name);
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}
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let hitResult: HitResult;
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|
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@ -112,13 +112,13 @@
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"island": "PMD EoS Craggy Coast",
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"jungle": "Lmz - Jungle",
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"laboratory": "Firel - Laboratory",
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"lake": "PMD EoS Crystal Cave",
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"lake": "Lmz - Lake",
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"meadow": "PMD EoS Sky Peak Forest",
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"metropolis": "Firel - Metropolis",
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"mountain": "PMD EoS Mt. Horn",
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"plains": "Firel - Route 888",
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"power_plant": "Firel - The Klink",
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"ruins": "PMD EoS Deep Sealed Ruin",
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"ruins": "Lmz - Ancient Ruins",
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"sea": "Andr06 - Marine Mystique",
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"seabed": "Firel - Seabed",
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"slum": "Andr06 - Sneaky Snom",
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@ -0,0 +1,87 @@
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import { BattlerIndex } from "#app/battle";
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import { allMoves, ShellSideArmCategoryAttr } from "#app/data/move";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, it, expect, vi } from "vitest";
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|
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describe("Moves - Shell Side Arm", () => {
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let phaserGame: Phaser.Game;
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||||
let game: GameManager;
|
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const TIMEOUT = 20 * 1000;
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||||
|
||||
beforeAll(() => {
|
||||
phaserGame = new Phaser.Game({
|
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type: Phaser.HEADLESS,
|
||||
});
|
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});
|
||||
|
||||
afterEach(() => {
|
||||
game.phaseInterceptor.restoreOg();
|
||||
});
|
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
|
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.moveset([Moves.SHELL_SIDE_ARM])
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.battleType("single")
|
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.startingLevel(100)
|
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.enemyLevel(100)
|
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.enemyAbility(Abilities.BALL_FETCH)
|
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.enemyMoveset(Moves.SPLASH);
|
||||
});
|
||||
|
||||
it("becomes a physical attack if forecasted to deal more damage as physical", async () => {
|
||||
game.override.enemySpecies(Species.SNORLAX);
|
||||
|
||||
await game.classicMode.startBattle([Species.MANAPHY]);
|
||||
|
||||
const shellSideArm = allMoves[Moves.SHELL_SIDE_ARM];
|
||||
const shellSideArmAttr = shellSideArm.getAttrs(ShellSideArmCategoryAttr)[0];
|
||||
vi.spyOn(shellSideArmAttr, "apply");
|
||||
|
||||
game.move.select(Moves.SHELL_SIDE_ARM);
|
||||
|
||||
await game.phaseInterceptor.to("MoveEffectPhase");
|
||||
|
||||
expect(shellSideArmAttr.apply).toHaveLastReturnedWith(true);
|
||||
}, TIMEOUT);
|
||||
|
||||
it("remains a special attack if forecasted to deal more damage as special", async () => {
|
||||
game.override.enemySpecies(Species.SLOWBRO);
|
||||
|
||||
await game.classicMode.startBattle([Species.MANAPHY]);
|
||||
|
||||
const shellSideArm = allMoves[Moves.SHELL_SIDE_ARM];
|
||||
const shellSideArmAttr = shellSideArm.getAttrs(ShellSideArmCategoryAttr)[0];
|
||||
vi.spyOn(shellSideArmAttr, "apply");
|
||||
|
||||
game.move.select(Moves.SHELL_SIDE_ARM);
|
||||
|
||||
await game.phaseInterceptor.to("MoveEffectPhase");
|
||||
|
||||
expect(shellSideArmAttr.apply).toHaveLastReturnedWith(false);
|
||||
}, TIMEOUT);
|
||||
|
||||
it("respects stat stage changes when forecasting base damage", async () => {
|
||||
game.override
|
||||
.enemySpecies(Species.SNORLAX)
|
||||
.enemyMoveset(Moves.COTTON_GUARD);
|
||||
|
||||
await game.classicMode.startBattle([Species.MANAPHY]);
|
||||
|
||||
const shellSideArm = allMoves[Moves.SHELL_SIDE_ARM];
|
||||
const shellSideArmAttr = shellSideArm.getAttrs(ShellSideArmCategoryAttr)[0];
|
||||
vi.spyOn(shellSideArmAttr, "apply");
|
||||
|
||||
game.move.select(Moves.SHELL_SIDE_ARM);
|
||||
|
||||
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
|
||||
|
||||
await game.phaseInterceptor.to("BerryPhase", false);
|
||||
|
||||
expect(shellSideArmAttr.apply).toHaveLastReturnedWith(false);
|
||||
}, TIMEOUT);
|
||||
});
|
|
@ -344,6 +344,7 @@ export default abstract class AbstractOptionSelectUiHandler extends UiHandler {
|
|||
super.clear();
|
||||
this.config = null;
|
||||
this.optionSelectContainer.setVisible(false);
|
||||
this.scrollCursor = 0;
|
||||
this.eraseCursor();
|
||||
}
|
||||
|
||||
|
|
|
@ -1,12 +1,13 @@
|
|||
import BattleScene from "../battle-scene";
|
||||
import BattleScene from "#app/battle-scene";
|
||||
import { Button } from "#enums/buttons";
|
||||
import i18next from "i18next";
|
||||
import { Achv, achvs, getAchievementDescription } from "../system/achv";
|
||||
import { Voucher, getVoucherTypeIcon, getVoucherTypeName, vouchers } from "../system/voucher";
|
||||
import MessageUiHandler from "./message-ui-handler";
|
||||
import { addTextObject, TextStyle } from "./text";
|
||||
import { Mode } from "./ui";
|
||||
import { addWindow } from "./ui-theme";
|
||||
import { Achv, achvs, getAchievementDescription } from "#app/system/achv";
|
||||
import { Voucher, getVoucherTypeIcon, getVoucherTypeName, vouchers } from "#app/system/voucher";
|
||||
import MessageUiHandler from "#app/ui/message-ui-handler";
|
||||
import { addTextObject, TextStyle } from "#app/ui/text";
|
||||
import { Mode } from "#app/ui/ui";
|
||||
import { addWindow } from "#app/ui/ui-theme";
|
||||
import { ScrollBar } from "#app/ui/scroll-bar";
|
||||
import { PlayerGender } from "#enums/player-gender";
|
||||
|
||||
enum Page {
|
||||
|
@ -49,6 +50,7 @@ export default class AchvsUiHandler extends MessageUiHandler {
|
|||
private vouchersTotal: number;
|
||||
private currentTotal: number;
|
||||
|
||||
private scrollBar: ScrollBar;
|
||||
private scrollCursor: number;
|
||||
private cursorObj: Phaser.GameObjects.NineSlice | null;
|
||||
private currentPage: Page;
|
||||
|
@ -91,7 +93,10 @@ export default class AchvsUiHandler extends MessageUiHandler {
|
|||
this.iconsBg = addWindow(this.scene, 0, this.headerBg.height, (this.scene.game.canvas.width / 6) - 2, (this.scene.game.canvas.height / 6) - this.headerBg.height - 68);
|
||||
this.iconsBg.setOrigin(0, 0);
|
||||
|
||||
this.iconsContainer = this.scene.add.container(6, this.headerBg.height + 6);
|
||||
const yOffset = 6;
|
||||
this.scrollBar = new ScrollBar(this.scene, this.iconsBg.width - 9, this.iconsBg.y + yOffset, 4, this.iconsBg.height - yOffset * 2, this.ROWS);
|
||||
|
||||
this.iconsContainer = this.scene.add.container(5, this.headerBg.height + 8);
|
||||
|
||||
this.icons = [];
|
||||
|
||||
|
@ -148,6 +153,7 @@ export default class AchvsUiHandler extends MessageUiHandler {
|
|||
this.mainContainer.add(this.headerText);
|
||||
this.mainContainer.add(this.headerActionText);
|
||||
this.mainContainer.add(this.iconsBg);
|
||||
this.mainContainer.add(this.scrollBar);
|
||||
this.mainContainer.add(this.iconsContainer);
|
||||
this.mainContainer.add(titleBg);
|
||||
this.mainContainer.add(this.titleText);
|
||||
|
@ -162,6 +168,7 @@ export default class AchvsUiHandler extends MessageUiHandler {
|
|||
|
||||
this.currentPage = Page.ACHIEVEMENTS;
|
||||
this.setCursor(0);
|
||||
this.setScrollCursor(0);
|
||||
|
||||
this.mainContainer.setVisible(false);
|
||||
}
|
||||
|
@ -175,6 +182,8 @@ export default class AchvsUiHandler extends MessageUiHandler {
|
|||
this.mainContainer.setVisible(true);
|
||||
this.setCursor(0);
|
||||
this.setScrollCursor(0);
|
||||
this.scrollBar.setTotalRows(Math.ceil(this.currentTotal / this.COLS));
|
||||
this.scrollBar.setScrollCursor(0);
|
||||
|
||||
this.getUi().moveTo(this.mainContainer, this.getUi().length - 1);
|
||||
|
||||
|
@ -224,6 +233,8 @@ export default class AchvsUiHandler extends MessageUiHandler {
|
|||
this.updateAchvIcons();
|
||||
}
|
||||
this.setCursor(0, true);
|
||||
this.scrollBar.setTotalRows(Math.ceil(this.currentTotal / this.COLS));
|
||||
this.scrollBar.setScrollCursor(0);
|
||||
this.mainContainer.update();
|
||||
}
|
||||
if (button === Button.CANCEL) {
|
||||
|
@ -237,32 +248,44 @@ export default class AchvsUiHandler extends MessageUiHandler {
|
|||
if (this.cursor < this.COLS) {
|
||||
if (this.scrollCursor) {
|
||||
success = this.setScrollCursor(this.scrollCursor - 1);
|
||||
} else {
|
||||
// Wrap around to the last row
|
||||
success = this.setScrollCursor(Math.ceil(this.currentTotal / this.COLS) - this.ROWS);
|
||||
let newCursorIndex = this.cursor + (this.ROWS - 1) * this.COLS;
|
||||
if (newCursorIndex > this.currentTotal - this.scrollCursor * this.COLS -1) {
|
||||
newCursorIndex -= this.COLS;
|
||||
}
|
||||
success = success && this.setCursor(newCursorIndex);
|
||||
}
|
||||
} else {
|
||||
success = this.setCursor(this.cursor - this.COLS);
|
||||
}
|
||||
break;
|
||||
case Button.DOWN:
|
||||
const canMoveDown = (this.cursor + itemOffset) + this.COLS < this.currentTotal;
|
||||
const canMoveDown = itemOffset + 1 < this.currentTotal;
|
||||
if (rowIndex >= this.ROWS - 1) {
|
||||
if (this.scrollCursor < Math.ceil(this.currentTotal / this.COLS) - this.ROWS && canMoveDown) {
|
||||
// scroll down one row
|
||||
success = this.setScrollCursor(this.scrollCursor + 1);
|
||||
} else {
|
||||
// wrap back to the first row
|
||||
success = this.setScrollCursor(0) && this.setCursor(this.cursor % this.COLS);
|
||||
}
|
||||
} else if (canMoveDown) {
|
||||
success = this.setCursor(this.cursor + this.COLS);
|
||||
success = this.setCursor(Math.min(this.cursor + this.COLS, this.currentTotal - itemOffset - 1));
|
||||
}
|
||||
break;
|
||||
case Button.LEFT:
|
||||
if (!this.cursor && this.scrollCursor) {
|
||||
success = this.setScrollCursor(this.scrollCursor - 1) && this.setCursor(this.cursor + (this.COLS - 1));
|
||||
} else if (this.cursor) {
|
||||
if (this.cursor % this.COLS === 0) {
|
||||
success = this.setCursor(Math.min(this.cursor + this.COLS - 1, this.currentTotal - itemOffset - 1));
|
||||
} else {
|
||||
success = this.setCursor(this.cursor - 1);
|
||||
}
|
||||
break;
|
||||
case Button.RIGHT:
|
||||
if (this.cursor + 1 === this.ROWS * this.COLS && this.scrollCursor < Math.ceil(this.currentTotal / this.COLS) - this.ROWS) {
|
||||
success = this.setScrollCursor(this.scrollCursor + 1) && this.setCursor(this.cursor - (this.COLS - 1));
|
||||
} else if (this.cursor + itemOffset < this.currentTotal - 1) {
|
||||
if ((this.cursor + 1) % this.COLS === 0 || (this.cursor + itemOffset) === (this.currentTotal - 1)) {
|
||||
success = this.setCursor(this.cursor - this.cursor % this.COLS);
|
||||
} else {
|
||||
success = this.setCursor(this.cursor + 1);
|
||||
}
|
||||
break;
|
||||
|
@ -315,15 +338,22 @@ export default class AchvsUiHandler extends MessageUiHandler {
|
|||
}
|
||||
|
||||
this.scrollCursor = scrollCursor;
|
||||
this.scrollBar.setScrollCursor(this.scrollCursor);
|
||||
|
||||
// Cursor cannot go farther than the last element in the list
|
||||
const maxCursor = Math.min(this.cursor, this.currentTotal - this.scrollCursor * this.COLS - 1);
|
||||
if (maxCursor !== this.cursor) {
|
||||
this.setCursor(maxCursor);
|
||||
}
|
||||
|
||||
switch (this.currentPage) {
|
||||
case Page.ACHIEVEMENTS:
|
||||
this.updateAchvIcons();
|
||||
this.showAchv(achvs[Object.keys(achvs)[Math.min(this.cursor + this.scrollCursor * this.COLS, Object.values(achvs).length - 1)]]);
|
||||
this.showAchv(achvs[Object.keys(achvs)[this.cursor + this.scrollCursor * this.COLS]]);
|
||||
break;
|
||||
case Page.VOUCHERS:
|
||||
this.updateVoucherIcons();
|
||||
this.showVoucher(vouchers[Object.keys(vouchers)[Math.min(this.cursor + this.scrollCursor * this.COLS, Object.values(vouchers).length - 1)]]);
|
||||
this.showVoucher(vouchers[Object.keys(vouchers)[this.cursor + this.scrollCursor * this.COLS]]);
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
|
@ -411,6 +441,7 @@ export default class AchvsUiHandler extends MessageUiHandler {
|
|||
super.clear();
|
||||
this.currentPage = Page.ACHIEVEMENTS;
|
||||
this.mainContainer.setVisible(false);
|
||||
this.setScrollCursor(0);
|
||||
this.eraseCursor();
|
||||
}
|
||||
|
||||
|
|
|
@ -1,36 +1,65 @@
|
|||
/**
|
||||
* A vertical scrollbar element that resizes dynamically based on the current scrolling
|
||||
* and number of elements that can be shown on screen
|
||||
*/
|
||||
export class ScrollBar extends Phaser.GameObjects.Container {
|
||||
private bg: Phaser.GameObjects.Image;
|
||||
private bg: Phaser.GameObjects.NineSlice;
|
||||
private handleBody: Phaser.GameObjects.Rectangle;
|
||||
private handleBottom: Phaser.GameObjects.Image;
|
||||
private pages: number;
|
||||
private page: number;
|
||||
private handleBottom: Phaser.GameObjects.NineSlice;
|
||||
private currentRow: number;
|
||||
private totalRows: number;
|
||||
private maxRows: number;
|
||||
|
||||
constructor(scene: Phaser.Scene, x: number, y: number, pages: number) {
|
||||
/**
|
||||
* @param scene the current scene
|
||||
* @param x the scrollbar's x position (origin: top left)
|
||||
* @param y the scrollbar's y position (origin: top left)
|
||||
* @param width the scrollbar's width
|
||||
* @param height the scrollbar's height
|
||||
* @param maxRows the maximum number of rows that can be shown at once
|
||||
*/
|
||||
constructor(scene: Phaser.Scene, x: number, y: number, width: number, height: number, maxRows: number) {
|
||||
super(scene, x, y);
|
||||
|
||||
this.bg = scene.add.image(0, 0, "scroll_bar");
|
||||
this.maxRows = maxRows;
|
||||
|
||||
const borderSize = 2;
|
||||
width = Math.max(width, 4);
|
||||
|
||||
this.bg = scene.add.nineslice(0, 0, "scroll_bar", undefined, width, height, borderSize, borderSize, borderSize, borderSize);
|
||||
this.bg.setOrigin(0, 0);
|
||||
this.add(this.bg);
|
||||
|
||||
this.handleBody = scene.add.rectangle(1, 1, 3, 4, 0xaaaaaa);
|
||||
this.handleBody = scene.add.rectangle(1, 1, width - 2, 4, 0xaaaaaa);
|
||||
this.handleBody.setOrigin(0, 0);
|
||||
this.add(this.handleBody);
|
||||
|
||||
this.handleBottom = scene.add.image(1, 1, "scroll_bar_handle");
|
||||
this.handleBottom = scene.add.nineslice(1, 1, "scroll_bar_handle", undefined, width - 2, 2, 2, 0, 0, 0);
|
||||
this.handleBottom.setOrigin(0, 0);
|
||||
this.add(this.handleBottom);
|
||||
}
|
||||
|
||||
setPage(page: number): void {
|
||||
this.page = page;
|
||||
this.handleBody.y = 1 + (this.bg.displayHeight - 1 - this.handleBottom.displayHeight) / this.pages * page;
|
||||
/**
|
||||
* Set the current row that is displayed
|
||||
* Moves the bar handle up or down accordingly
|
||||
* @param scrollCursor how many times the view was scrolled down
|
||||
*/
|
||||
setScrollCursor(scrollCursor: number): void {
|
||||
this.currentRow = scrollCursor;
|
||||
this.handleBody.y = 1 + (this.bg.displayHeight - 1 - this.handleBottom.displayHeight) / this.totalRows * this.currentRow;
|
||||
this.handleBottom.y = this.handleBody.y + this.handleBody.displayHeight;
|
||||
}
|
||||
|
||||
setPages(pages: number): void {
|
||||
this.pages = pages;
|
||||
this.handleBody.height = (this.bg.displayHeight - 1 - this.handleBottom.displayHeight) * 9 / this.pages;
|
||||
/**
|
||||
* Set the total number of rows to display
|
||||
* If it's smaller than the maximum number of rows on screen the bar will get hidden
|
||||
* Otherwise the scrollbar handle gets resized based on the ratio to the maximum number of rows
|
||||
* @param rows how many rows of data there are in total
|
||||
*/
|
||||
setTotalRows(rows: number): void {
|
||||
this.totalRows = rows;
|
||||
this.handleBody.height = (this.bg.displayHeight - 1 - this.handleBottom.displayHeight) * this.maxRows / this.totalRows;
|
||||
|
||||
this.setVisible(this.pages > 9);
|
||||
this.setVisible(this.totalRows > this.maxRows);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
import UiHandler from "../ui-handler";
|
||||
import BattleScene from "../../battle-scene";
|
||||
import {Mode} from "../ui";
|
||||
import {InterfaceConfig} from "../../inputs-controller";
|
||||
import {addWindow} from "../ui-theme";
|
||||
import {addTextObject, TextStyle} from "../text";
|
||||
import UiHandler from "#app/ui/ui-handler";
|
||||
import BattleScene from "#app/battle-scene";
|
||||
import { Mode } from "#app/ui/ui";
|
||||
import { InterfaceConfig } from "#app/inputs-controller";
|
||||
import { addWindow } from "#app/ui/ui-theme";
|
||||
import { addTextObject, TextStyle } from "#app/ui/text";
|
||||
import { ScrollBar } from "#app/ui/scroll-bar";
|
||||
import { getIconWithSettingName } from "#app/configs/inputs/configHandler";
|
||||
import NavigationMenu, { NavigationManager } from "#app/ui/settings/navigationMenu";
|
||||
import { Device } from "#enums/devices";
|
||||
|
@ -19,7 +20,7 @@ export interface LayoutConfig {
|
|||
inputsIcons: InputsIcons;
|
||||
settingLabels: Phaser.GameObjects.Text[];
|
||||
optionValueLabels: Phaser.GameObjects.Text[][];
|
||||
optionCursors: integer[];
|
||||
optionCursors: number[];
|
||||
keys: string[];
|
||||
bindingSettings: Array<String>;
|
||||
}
|
||||
|
@ -31,8 +32,9 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
|
|||
protected optionsContainer: Phaser.GameObjects.Container;
|
||||
protected navigationContainer: NavigationMenu;
|
||||
|
||||
protected scrollCursor: integer;
|
||||
protected optionCursors: integer[];
|
||||
protected scrollBar: ScrollBar;
|
||||
protected scrollCursor: number;
|
||||
protected optionCursors: number[];
|
||||
protected cursorObj: Phaser.GameObjects.NineSlice | null;
|
||||
|
||||
protected optionsBg: Phaser.GameObjects.NineSlice;
|
||||
|
@ -65,7 +67,7 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
|
|||
protected device: Device;
|
||||
|
||||
abstract saveSettingToLocalStorage(setting, cursor): void;
|
||||
abstract setSetting(scene: BattleScene, setting, value: integer): boolean;
|
||||
abstract setSetting(scene: BattleScene, setting, value: number): boolean;
|
||||
|
||||
/**
|
||||
* Constructor for the AbstractSettingsUiHandler.
|
||||
|
@ -241,7 +243,7 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
|
|||
|
||||
// Calculate the total available space for placing option labels next to their setting label
|
||||
// We reserve space for the setting label and then distribute the remaining space evenly
|
||||
const totalSpace = (300 - labelWidth) - totalWidth / 6;
|
||||
const totalSpace = (297 - labelWidth) - totalWidth / 6;
|
||||
// Calculate the spacing between options based on the available space divided by the number of gaps between labels
|
||||
const optionSpacing = Math.floor(totalSpace / (optionValueLabels[s].length - 1));
|
||||
|
||||
|
@ -269,6 +271,11 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
|
|||
// Add the options container to the overall settings container to be displayed in the UI.
|
||||
this.settingsContainer.add(optionsContainer);
|
||||
}
|
||||
|
||||
// Add vertical scrollbar
|
||||
this.scrollBar = new ScrollBar(this.scene, this.optionsBg.width - 9, this.optionsBg.y + 5, 4, this.optionsBg.height - 11, this.rowsToDisplay);
|
||||
this.settingsContainer.add(this.scrollBar);
|
||||
|
||||
// Add the settings container to the UI.
|
||||
ui.add(this.settingsContainer);
|
||||
|
||||
|
@ -413,6 +420,8 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
|
|||
this.optionCursors = layout.optionCursors;
|
||||
this.inputsIcons = layout.inputsIcons;
|
||||
this.bindingSettings = layout.bindingSettings;
|
||||
this.scrollBar.setTotalRows(layout.settingLabels.length);
|
||||
this.scrollBar.setScrollCursor(0);
|
||||
|
||||
// Return true indicating the layout was successfully applied.
|
||||
return true;
|
||||
|
@ -538,7 +547,7 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
|
|||
* @param cursor - The cursor position to set.
|
||||
* @returns `true` if the cursor was set successfully.
|
||||
*/
|
||||
setCursor(cursor: integer): boolean {
|
||||
setCursor(cursor: number): boolean {
|
||||
const ret = super.setCursor(cursor);
|
||||
// If the optionsContainer is not initialized, return the result from the parent class directly.
|
||||
if (!this.optionsContainer) {
|
||||
|
@ -547,7 +556,8 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
|
|||
|
||||
// Check if the cursor object exists, if not, create it.
|
||||
if (!this.cursorObj) {
|
||||
this.cursorObj = this.scene.add.nineslice(0, 0, "summary_moves_cursor", undefined, (this.scene.game.canvas.width / 6) - 10, 16, 1, 1, 1, 1);
|
||||
const cursorWidth = (this.scene.game.canvas.width / 6) - (this.scrollBar.visible? 16 : 10);
|
||||
this.cursorObj = this.scene.add.nineslice(0, 0, "summary_moves_cursor", undefined, cursorWidth, 16, 1, 1, 1, 1);
|
||||
this.cursorObj.setOrigin(0, 0); // Set the origin to the top-left corner.
|
||||
this.optionsContainer.add(this.cursorObj); // Add the cursor to the options container.
|
||||
}
|
||||
|
@ -564,7 +574,7 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
|
|||
* @param scrollCursor - The scroll cursor position to set.
|
||||
* @returns `true` if the scroll cursor was set successfully.
|
||||
*/
|
||||
setScrollCursor(scrollCursor: integer): boolean {
|
||||
setScrollCursor(scrollCursor: number): boolean {
|
||||
// Check if the new scroll position is the same as the current one; if so, do not update.
|
||||
if (scrollCursor === this.scrollCursor) {
|
||||
return false;
|
||||
|
@ -572,6 +582,7 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
|
|||
|
||||
// Update the internal scroll cursor state
|
||||
this.scrollCursor = scrollCursor;
|
||||
this.scrollBar.setScrollCursor(this.scrollCursor);
|
||||
|
||||
// Apply the new scroll position to the settings UI.
|
||||
this.updateSettingsScroll();
|
||||
|
@ -590,7 +601,7 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
|
|||
* @param save - Whether to save the setting to local storage.
|
||||
* @returns `true` if the option cursor was set successfully.
|
||||
*/
|
||||
setOptionCursor(settingIndex: integer, cursor: integer, save?: boolean): boolean {
|
||||
setOptionCursor(settingIndex: number, cursor: number, save?: boolean): boolean {
|
||||
// Retrieve the specific setting using the settingIndex from the settingDevice enumeration.
|
||||
const setting = this.setting[Object.keys(this.setting)[settingIndex]];
|
||||
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
import BattleScene from "../../battle-scene";
|
||||
import { hasTouchscreen, isMobile } from "../../touch-controls";
|
||||
import { TextStyle, addTextObject } from "../text";
|
||||
import { Mode } from "../ui";
|
||||
import UiHandler from "../ui-handler";
|
||||
import { addWindow } from "../ui-theme";
|
||||
import BattleScene from "#app/battle-scene";
|
||||
import { hasTouchscreen, isMobile } from "#app/touch-controls";
|
||||
import { TextStyle, addTextObject } from "#app/ui/text";
|
||||
import { Mode } from "#app/ui/ui";
|
||||
import UiHandler from "#app/ui/ui-handler";
|
||||
import { addWindow } from "#app/ui/ui-theme";
|
||||
import { ScrollBar } from "#app/ui/scroll-bar";
|
||||
import { Button } from "#enums/buttons";
|
||||
import { InputsIcons } from "#app/ui/settings/abstract-control-settings-ui-handler";
|
||||
import NavigationMenu, { NavigationManager } from "#app/ui/settings/navigationMenu";
|
||||
|
@ -19,11 +20,12 @@ export default class AbstractSettingsUiHandler extends UiHandler {
|
|||
private optionsContainer: Phaser.GameObjects.Container;
|
||||
private navigationContainer: NavigationMenu;
|
||||
|
||||
private scrollCursor: integer;
|
||||
private scrollCursor: number;
|
||||
private scrollBar: ScrollBar;
|
||||
|
||||
private optionsBg: Phaser.GameObjects.NineSlice;
|
||||
|
||||
private optionCursors: integer[];
|
||||
private optionCursors: number[];
|
||||
|
||||
private settingLabels: Phaser.GameObjects.Text[];
|
||||
private optionValueLabels: Phaser.GameObjects.Text[][];
|
||||
|
@ -117,7 +119,7 @@ export default class AbstractSettingsUiHandler extends UiHandler {
|
|||
|
||||
const labelWidth = Math.max(78, this.settingLabels[s].displayWidth + 8);
|
||||
|
||||
const totalSpace = (300 - labelWidth) - totalWidth / 6;
|
||||
const totalSpace = (297 - labelWidth) - totalWidth / 6;
|
||||
const optionSpacing = Math.floor(totalSpace / (this.optionValueLabels[s].length - 1));
|
||||
|
||||
let xOffset = 0;
|
||||
|
@ -130,7 +132,11 @@ export default class AbstractSettingsUiHandler extends UiHandler {
|
|||
|
||||
this.optionCursors = this.settings.map(setting => setting.default);
|
||||
|
||||
this.scrollBar = new ScrollBar(this.scene, this.optionsBg.width - 9, this.optionsBg.y + 5, 4, this.optionsBg.height - 11, this.rowsToDisplay);
|
||||
this.scrollBar.setTotalRows(this.settings.length);
|
||||
|
||||
this.settingsContainer.add(this.optionsBg);
|
||||
this.settingsContainer.add(this.scrollBar);
|
||||
this.settingsContainer.add(this.navigationContainer);
|
||||
this.settingsContainer.add(actionsBg);
|
||||
this.settingsContainer.add(this.optionsContainer);
|
||||
|
@ -186,6 +192,7 @@ export default class AbstractSettingsUiHandler extends UiHandler {
|
|||
|
||||
this.settingsContainer.setVisible(true);
|
||||
this.setCursor(0);
|
||||
this.setScrollCursor(0);
|
||||
|
||||
this.getUi().moveTo(this.settingsContainer, this.getUi().length - 1);
|
||||
|
||||
|
@ -301,11 +308,12 @@ export default class AbstractSettingsUiHandler extends UiHandler {
|
|||
* @param cursor - The cursor position to set.
|
||||
* @returns `true` if the cursor was set successfully.
|
||||
*/
|
||||
setCursor(cursor: integer): boolean {
|
||||
setCursor(cursor: number): boolean {
|
||||
const ret = super.setCursor(cursor);
|
||||
|
||||
if (!this.cursorObj) {
|
||||
this.cursorObj = this.scene.add.nineslice(0, 0, "summary_moves_cursor", undefined, (this.scene.game.canvas.width / 6) - 10, 16, 1, 1, 1, 1);
|
||||
const cursorWidth = (this.scene.game.canvas.width / 6) - (this.scrollBar.visible? 16 : 10);
|
||||
this.cursorObj = this.scene.add.nineslice(0, 0, "summary_moves_cursor", undefined, cursorWidth, 16, 1, 1, 1, 1);
|
||||
this.cursorObj.setOrigin(0, 0);
|
||||
this.optionsContainer.add(this.cursorObj);
|
||||
}
|
||||
|
@ -323,7 +331,7 @@ export default class AbstractSettingsUiHandler extends UiHandler {
|
|||
* @param save - Whether to save the setting to local storage.
|
||||
* @returns `true` if the option cursor was set successfully.
|
||||
*/
|
||||
setOptionCursor(settingIndex: integer, cursor: integer, save?: boolean): boolean {
|
||||
setOptionCursor(settingIndex: number, cursor: number, save?: boolean): boolean {
|
||||
const setting = this.settings[settingIndex];
|
||||
|
||||
if (setting.key === SettingKeys.Touch_Controls && cursor && hasTouchscreen() && isMobile()) {
|
||||
|
@ -359,12 +367,13 @@ export default class AbstractSettingsUiHandler extends UiHandler {
|
|||
* @param scrollCursor - The scroll cursor position to set.
|
||||
* @returns `true` if the scroll cursor was set successfully.
|
||||
*/
|
||||
setScrollCursor(scrollCursor: integer): boolean {
|
||||
setScrollCursor(scrollCursor: number): boolean {
|
||||
if (scrollCursor === this.scrollCursor) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this.scrollCursor = scrollCursor;
|
||||
this.scrollBar.setScrollCursor(this.scrollCursor);
|
||||
|
||||
this.updateSettingsScroll();
|
||||
|
||||
|
@ -394,6 +403,7 @@ export default class AbstractSettingsUiHandler extends UiHandler {
|
|||
clear() {
|
||||
super.clear();
|
||||
this.settingsContainer.setVisible(false);
|
||||
this.setScrollCursor(0);
|
||||
this.eraseCursor();
|
||||
this.getUi().bgmBar.toggleBgmBar(this.scene.showBgmBar);
|
||||
if (this.reloadRequired) {
|
||||
|
|
|
@ -627,7 +627,7 @@ export default class StarterSelectUiHandler extends MessageUiHandler {
|
|||
|
||||
const starterBoxContainer = this.scene.add.container(speciesContainerX + 6, 9); //115
|
||||
|
||||
this.starterSelectScrollBar = new ScrollBar(this.scene, 161, 12, 0);
|
||||
this.starterSelectScrollBar = new ScrollBar(this.scene, 161, 12, 5, starterContainerWindow.height - 6, 9);
|
||||
|
||||
starterBoxContainer.add(this.starterSelectScrollBar);
|
||||
|
||||
|
@ -2540,8 +2540,8 @@ export default class StarterSelectUiHandler extends MessageUiHandler {
|
|||
}
|
||||
});
|
||||
|
||||
this.starterSelectScrollBar.setPages(Math.max(Math.ceil(this.filteredStarterContainers.length / 9), 1));
|
||||
this.starterSelectScrollBar.setPage(0);
|
||||
this.starterSelectScrollBar.setTotalRows(Math.max(Math.ceil(this.filteredStarterContainers.length / 9), 1));
|
||||
this.starterSelectScrollBar.setScrollCursor(0);
|
||||
|
||||
// sort
|
||||
const sort = this.filterBar.getVals(DropDownColumn.SORT)[0];
|
||||
|
@ -2576,7 +2576,7 @@ export default class StarterSelectUiHandler extends MessageUiHandler {
|
|||
const onScreenFirstIndex = this.scrollCursor * maxColumns;
|
||||
const onScreenLastIndex = Math.min(this.filteredStarterContainers.length - 1, onScreenFirstIndex + maxRows * maxColumns -1);
|
||||
|
||||
this.starterSelectScrollBar.setPage(this.scrollCursor);
|
||||
this.starterSelectScrollBar.setScrollCursor(this.scrollCursor);
|
||||
|
||||
let pokerusCursorIndex = 0;
|
||||
this.filteredStarterContainers.forEach((container, i) => {
|
||||
|
|
Loading…
Reference in New Issue