Add female trainer and male rival

This commit is contained in:
Flashfyre 2024-02-06 16:15:35 -05:00
parent 806c33d009
commit e62bb6e225
9 changed files with 220 additions and 69 deletions

4
package-lock.json generated
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@ -1,12 +1,12 @@
{
"name": "pokemon-rogue-battle",
"version": "0.0.1",
"version": "1.0.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "pokemon-rogue-battle",
"version": "0.0.1",
"version": "1.0.0",
"dependencies": {
"@material/material-color-utilities": "^0.2.7",
"crypto-js": "^4.2.0",

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@ -1,7 +1,7 @@
{
"textures": [
{
"image": "rival.png",
"image": "rosa.png",
"format": "RGBA8888",
"size": {
"w": 267,

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@ -44,11 +44,12 @@ import { EggHatchPhase } from "./egg-hatch-phase";
import { Egg } from "./data/egg";
import { vouchers } from "./system/voucher";
import { loggedInUser, updateUserInfo } from "./account";
import { GameDataType } from "./system/game-data";
import { GameDataType, PlayerGender } from "./system/game-data";
import { addPokeballCaptureStars, addPokeballOpenParticles } from "./anims";
import { SpeciesFormChangeActiveTrigger, SpeciesFormChangeManualTrigger, SpeciesFormChangeMoveLearnedTrigger, SpeciesFormChangeMoveUsedTrigger } from "./data/pokemon-forms";
import { battleSpecDialogue } from "./data/dialogue";
import ModifierSelectUiHandler, { SHOP_OPTIONS_ROW_LIMIT } from "./ui/modifier-select-ui-handler";
import { Setting } from "./system/settings";
export class LoginPhase extends BattlePhase {
private showText: boolean;
@ -223,6 +224,39 @@ export class CheckLoadPhase extends BattlePhase {
}
}
export class SelectGenderPhase extends BattlePhase {
constructor(scene: BattleScene) {
super(scene);
}
start(): void {
super.start();
this.scene.ui.showText('Are you a boy or a girl?', null, () => {
this.scene.ui.setMode(Mode.OPTION_SELECT, {
options: [
{
label: 'Boy',
handler: () => {
this.scene.gameData.gender = PlayerGender.MALE;
this.scene.gameData.saveSetting(Setting.Player_Gender, 0);
this.scene.gameData.saveSystem().then(() => this.end());
}
},
{
label: 'Girl',
handler: () => {
this.scene.gameData.gender = PlayerGender.FEMALE;
this.scene.gameData.saveSetting(Setting.Player_Gender, 1);
this.scene.gameData.saveSystem().then(() => this.end());
}
}
]
});
});
}
}
export class SelectStarterPhase extends BattlePhase {
constructor(scene: BattleScene) {
super(scene);
@ -841,7 +875,7 @@ export class SummonPhase extends PartyMemberPokemonPhase {
this.scene.ui.showText(`Go! ${this.getPokemon().name}!`);
if (this.player)
this.scene.pbTray.hide();
this.scene.trainer.setTexture('trainer_m_back_pb');
this.scene.trainer.setTexture(`trainer_${this.scene.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back_pb`);
this.scene.time.delayedCall(562, () => {
this.scene.trainer.setFrame('2');
this.scene.time.delayedCall(64, () => {
@ -1080,7 +1114,7 @@ export class ShowTrainerPhase extends BattlePhase {
this.scene.trainer.setVisible(true)
this.scene.trainer.setTexture('trainer_m_back');
this.scene.trainer.setTexture(`trainer_${this.scene.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back`);
this.scene.tweens.add({
targets: this.scene.trainer,
@ -3742,8 +3776,12 @@ export class ScanIvsPhase extends PokemonPhase {
}
export class TrainerMessageTestPhase extends BattlePhase {
constructor(scene: BattleScene) {
private trainerTypes: TrainerType[];
constructor(scene: BattleScene, ...trainerTypes: TrainerType[]) {
super(scene);
this.trainerTypes = trainerTypes;
}
start() {
@ -3752,7 +3790,10 @@ export class TrainerMessageTestPhase extends BattlePhase {
let testMessages: string[] = [];
for (let t of Object.keys(trainerConfigs)) {
const config = trainerConfigs[parseInt(t)];
const type = parseInt(t);
if (this.trainerTypes.length && !this.trainerTypes.find(tt => tt === type as TrainerType))
continue;
const config = trainerConfigs[type];
[ config.encounterMessages, config.femaleEncounterMessages, config.victoryMessages, config.femaleVictoryMessages, config.defeatMessages, config.femaleDefeatMessages ]
.map(messages => {
if (messages?.length)

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@ -1,6 +1,6 @@
import Phaser from 'phaser';
import UI, { Mode } from './ui/ui';
import { EncounterPhase, SummonPhase, NextEncounterPhase, NewBiomeEncounterPhase, SelectBiomePhase, MessagePhase, CheckLoadPhase, TurnInitPhase, ReturnPhase, LevelCapPhase, TestMessagePhase, ShowTrainerPhase, TrainerMessageTestPhase, LoginPhase, ConsolidateDataPhase } from './battle-phases';
import { EncounterPhase, SummonPhase, NextEncounterPhase, NewBiomeEncounterPhase, SelectBiomePhase, MessagePhase, CheckLoadPhase, TurnInitPhase, ReturnPhase, LevelCapPhase, TestMessagePhase, ShowTrainerPhase, TrainerMessageTestPhase, LoginPhase, ConsolidateDataPhase, SelectGenderPhase } from './battle-phases';
import Pokemon, { PlayerPokemon, EnemyPokemon } from './pokemon';
import PokemonSpecies, { PokemonSpeciesFilter, allSpecies, getPokemonSpecies, initSpecies, speciesStarters } from './data/pokemon-species';
import * as Utils from './utils';
@ -12,7 +12,7 @@ import { BattlePhase } from './battle-phase';
import { initGameSpeed } from './system/game-speed';
import { Biome } from "./data/enums/biome";
import { Arena, ArenaBase, getBiomeHasProps, getBiomeKey } from './arena';
import { GameData } from './system/game-data';
import { GameData, PlayerGender } from './system/game-data';
import StarterSelectUiHandler from './ui/starter-select-ui-handler';
import { TextStyle, addTextObject } from './ui/text';
import { Moves } from "./data/enums/moves";
@ -521,7 +521,7 @@ export default class BattleScene extends Phaser.Scene {
field.add(a);
});
const trainer = this.addFieldSprite(0, 0, 'trainer_m_back');
const trainer = this.addFieldSprite(0, 0, `trainer_${this.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back`);
trainer.setOrigin(0.5, 1);
field.add(trainer);
@ -570,6 +570,8 @@ export default class BattleScene extends Phaser.Scene {
this.pushPhase(new LoginPhase(this));
if (!bypassLogin)
this.pushPhase(new ConsolidateDataPhase(this)); // TODO: Remove
if (!this.gameData.gender)
this.pushPhase(new SelectGenderPhase(this));
this.pushPhase(new CheckLoadPhase(this));
} else
this.pushPhase(new EncounterPhase(this));
@ -728,7 +730,7 @@ export default class BattleScene extends Phaser.Scene {
[ this.arenaEnemy, this.arenaNextEnemy ].forEach(a => a.setPosition(-280, 0));
this.arenaNextEnemy.setVisible(false);
this.trainer.setTexture('trainer_m_back');
this.trainer.setTexture(`trainer_${this.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back`);
this.trainer.setPosition(406, 186);
if (clearScene) {

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@ -8,6 +8,7 @@ import { Moves } from "./data/enums/moves";
import { TrainerType } from "./data/enums/trainer-type";
import { GameMode } from "./game-mode";
import { BattleSpec } from "./enums/battle-spec";
import { PlayerGender } from "./system/game-data";
export enum BattleType {
WILD,
@ -231,15 +232,15 @@ export const fixedBattles: FixedBattleConfigs = {
[5]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.YOUNGSTER, !!Utils.randSeedInt(2))),
[8]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL, true)),
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL, scene.gameData.gender === PlayerGender.MALE)),
[25]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_2, true)),
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_2, scene.gameData.gender === PlayerGender.MALE)),
[55]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_3, true)),
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_3, scene.gameData.gender === PlayerGender.MALE)),
[95]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_4, true)),
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_4, scene.gameData.gender === PlayerGender.MALE)),
[145]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_5, true)),
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_5, scene.gameData.gender === PlayerGender.MALE)),
[182]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
.setGetTrainerFunc(getRandomTrainerFunc([ TrainerType.LORELEI, TrainerType.WILL, TrainerType.SIDNEY, TrainerType.AARON, TrainerType.SHAUNTAL, TrainerType.MALVA, [ TrainerType.HALA, TrainerType.MOLAYNE ], TrainerType.RIKA, TrainerType.CRISPIN ])),
[184]: new FixedBattleConfig().setBattleType(BattleType.TRAINER).setSeedOffsetWave(182)
@ -251,5 +252,5 @@ export const fixedBattles: FixedBattleConfigs = {
[190]: new FixedBattleConfig().setBattleType(BattleType.TRAINER).setSeedOffsetWave(182)
.setGetTrainerFunc(getRandomTrainerFunc([ TrainerType.BLUE, TrainerType.RED, TrainerType.LANCE_CHAMPION, TrainerType.STEVEN, TrainerType.WALLACE, TrainerType.CYNTHIA, TrainerType.ALDER, TrainerType.IRIS, TrainerType.DIANTHA, TrainerType.LEON, [ TrainerType.GEETA, TrainerType.NEMONA ], TrainerType.KIERAN ])),
[195]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_6, true))
.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_6, scene.gameData.gender === PlayerGender.MALE))
};

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@ -192,60 +192,141 @@ export const trainerTypeDialogue = {
`Shall I loan you my outfit? It may help you battle!\nAhahaha, I jest!`
]
},
[TrainerType.RIVAL]: {
encounter: [
`There you are! I've been looking everywhere for you!\nDid you forget to say goodbye to your best friend?
$So you're finally pursuing your dream, huh?\nI knew you'd do it one day
$Anyway, I'll forgive you for forgetting me, but on one condition. You have to battle me!
$You'd better give it your best! Wouldn't want your adventure to be over before it started, right?`
],
victory: [
`You already have three Pokémon?!\nThat's not fair at all!
$Just kidding! I lost fair and square, and now I know you'll do fine out there.
$By the way, the professor wanted me to give you some items. Hopefully they're helpful!
$Do your best like always! I believe in you!`
]
},
[TrainerType.RIVAL_2]: {
encounter: [
`Oh, fancy meeting you here. Looks like you're still undefeated. Right on!
$I know what you're thinking, and no, I wasn't following you. I just happened to be in the area.
$I'm happy for you but I just want to let you know that it's OK to lose sometimes.
$We learn from our mistakes, often more than we would if we kept succeeding.
$In any case, I've been training hard for our rematch, so you'd better give it your all!`
],
victory: [
`I… wasn't supposed to lose that time…`
]
},
[TrainerType.RIVAL_3]: {
encounter: [
`Long time no see! Still haven't lost, huh.\nYou're starting to get on my nerves. Just kidding!
$But really, I think it's about time you came home.\nYour family and friends miss you, you know.
$I know your dream means a lot to you, but the reality is you're going to lose sooner or later.
$And when you do, I'll be there for you like always.\nNow, let me show you how strong I've become!`
],
victory: [
`After all that… it wasn't enough…?`
]
},
[TrainerType.RIVAL_4]: {
encounter: [
`It's me! You didn't forget about me again did you?
$You made it really far! I'm proud of you.\nBut it looks like it's the end of your journey.
$You've awoken something in me I never knew was there.\nIt seems like all I do now is train.
$I hardly even eat or sleep now, I just train my Pokémon all day, getting stronger every time.
$And now, I've finally reached peak performance.\nI don't think anyone could beat me now.
$And you know what? It's all because of you.\nI don't know whether to thank you or hate you.
$Prepare yourself.`
],
victory: [
`What…@d{64} what are you?`
]
},
[TrainerType.RIVAL]: [
{
encounter: [
`Hey, I was looking for you! I knew you were eager to get going but doesn't your best friend deserve a goodbye?
$So you're finally pursuing your dream, huh?\nI knew you'd do it one day
$Since we're here, how about a battle?\nAfter all, I want to make sure you're ready.
$Don't hold back, I want you to give me everything you've got!`
],
victory: [
`Wow, I guess you really are ready, huh?\nI didn't stand a chance.
$Now I know you'll have no problems out there.\nYou're a champion in the making.
$By the way, the professor asked me to give you these items. They look pretty cool.
$Good luck! I believe in you!`
]
},
{
encounter: [
`There you are! I've been looking everywhere for you!\nDid you forget to say goodbye to your best friend?
$So you're finally pursuing your dream, huh?\nI knew you'd do it one day
$Anyway, I'll forgive you for forgetting me, but on one condition. You have to battle me!
$You'd better give it your best! Wouldn't want your adventure to be over before it started, right?`
],
victory: [
`You just started and you're already this strong?!\nYou cheated, didn't you?
$Just kidding! I lost fair and square, and now I know you'll do fine out there.
$By the way, the professor wanted me to give you some items. Hopefully they're helpful!
$Do your best like always! I believe in you!`
]
}
],
[TrainerType.RIVAL_2]: [
{
encounter: [
`Oh, you're here too! Still a perfect record, huh? As I expected.
$I know it kind of looks like I followed you here, but that's mostly not true.
$Honestly though, I've been itching for a rematch since you beat me back at home.
$I've been doing a lot of my own training so I'll definitely put up a fight this time.
$Don't hold back, just like before! I'm ready now!`
],
victory: [
`Oh. I guess I was overconfident.`
]
},
{
encounter: [
`Oh, fancy meeting you here. Looks like you're still undefeated. Right on!
$I know what you're thinking, and no, I wasn't following you. I just happened to be in the area.
$I'm happy for you but I just want to let you know that it's OK to lose sometimes.
$We learn from our mistakes, often more than we would if we kept succeeding.
$In any case, I've been training hard for our rematch, so you'd better give it your all!`
],
victory: [
`I… wasn't supposed to lose that time…`
]
}
],
[TrainerType.RIVAL_3]: [
{
encounter: [
`Look who it is! It's been a while. You're… still undefeated? Huh.
$I was sort of hoping otherwise.\nIt's not the same back home without you.
$I know it's selfish, but I need to get this off my chest.\nI think you're in over your head here.
$Never losing once is just unrealistic.\nWe need to lose sometimes in order to grow.
$You've had a great run but there's still so much ahead, and it only gets harder. Are you prepared for that?
$If so, prove it to me.`
],
victory: [
`But… I've been training so much…\nHow are we still so far apart?`
]
},
{
encounter: [
`Long time no see! Still haven't lost, huh.\nYou're starting to get on my nerves. Just kidding!
$But really, I think it's about time you came home.\nYour family and friends miss you, you know.
$I know your dream means a lot to you, but the reality is you're going to lose sooner or later.
$And when you do, I'll be there for you like always.\nNow, let me show you how strong I've become!`
],
victory: [
`After all that… it wasn't enough…?`
]
}
],
[TrainerType.RIVAL_4]: [
{
encounter: [
`Hey.
$I won't mince words. I'm here to win, and this time I will.
$I've learned to maximize my potential by putting all my time into training.
$You get a lot of extra time when you cut out the unnecessary sleep and social interaction.
$None of that matters anymore, not until I win.
$I've even reached the point where I don't lose anymore. Maybe your philosophy wasn't so wrong after all.
$Prepare yourself.`
],
victory: [
`What…@d{64} what are you?`
]
},
{
encounter: [
`It's me! You didn't forget about me again did you?
$You made it really far! I'm proud of you.\nBut it looks like it's the end of your journey.
$You've awoken something in me I never knew was there.\nIt seems like all I do now is train.
$I hardly even eat or sleep now, I just train my Pokémon all day, getting stronger every time.
$And now, I've finally reached peak performance.\nI don't think anyone could beat me now.
$And you know what? It's all because of you.\nI don't know whether to thank you or hate you.
$Prepare yourself.`
],
victory: [
`What…@d{64} what are you?`
]
}
],
[TrainerType.RIVAL_5]: {
encounter: [ `` ],
victory: [ '…' ]
},
[TrainerType.RIVAL_6]: {
encounter: [
`We meet again.
$I've had some time to reflect on all this.\nThere's a reason this all seems so strange.
$Your dream, my drive to beat you\nIt's all a part of something greater.
$This isn't about me, or about you… This is about the world, and it's my purpose to push you to your limits.
$Whether I've fulfilled that purpose I can't say, but I've done everything in my power.
$Being in this dreadful place, I can see it now.\nThis is all the world's known for a long time now.
$Those times we cherished together that seem so recent are nothing but a distant memory.
$Who can say whether they were ever even real in the first place.
$You need to keep pushing, because if you don't, it will never end. You're the only one who can do this.
$I hardly know what any of this means, I just know that it's true.
$If you can't defeat me here and now, you won't stand a chance.`
],
victory: [
`It looks like my work is done here.
$I want you to promise me one thing.\nAfter you heal the world, please come home.
$Thank you.`
]
}
};

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@ -31,6 +31,12 @@ export enum GameDataType {
SETTINGS
}
export enum PlayerGender {
UNSET,
MALE,
FEMALE
}
export function getDataTypeKey(dataType: GameDataType): string {
switch (dataType) {
case GameDataType.SYSTEM:
@ -45,6 +51,7 @@ export function getDataTypeKey(dataType: GameDataType): string {
interface SystemSaveData {
trainerId: integer;
secretId: integer;
gender: PlayerGender;
dexData: DexData;
gameStats: GameStats;
unlocks: Unlocks;
@ -136,6 +143,8 @@ export class GameData {
public trainerId: integer;
public secretId: integer;
public gender: PlayerGender;
public dexData: DexData;
private defaultDexData: DexData;
@ -185,6 +194,7 @@ export class GameData {
const data: SystemSaveData = {
trainerId: this.trainerId,
secretId: this.secretId,
gender: this.gender,
dexData: this.dexData,
gameStats: this.gameStats,
unlocks: this.unlocks,
@ -239,6 +249,10 @@ export class GameData {
this.trainerId = systemData.trainerId;
this.secretId = systemData.secretId;
this.gender = systemData.gender;
this.saveSetting(Setting.Player_Gender, systemData.gender === PlayerGender.FEMALE ? 1 : 0);
if (systemData.gameStats)
this.gameStats = systemData.gameStats;

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@ -1,5 +1,6 @@
import BattleScene from "../battle-scene";
import { updateWindowType } from "../ui/window";
import { PlayerGender } from "./game-data";
export enum Setting {
Game_Speed = "GAME_SPEED",
@ -8,6 +9,7 @@ export enum Setting {
SE_Volume = "SE_VOLUME",
Show_Stats_on_Level_Up = "SHOW_LEVEL_UP_STATS",
Window_Type = "WINDOW_TYPE",
Player_Gender = "PLAYER_GENDER",
Touch_Controls = "TOUCH_CONTROLS",
Vibration = "VIBRATION"
}
@ -27,6 +29,7 @@ export const settingOptions: SettingOptions = {
[Setting.SE_Volume]: new Array(11).fill(null).map((_, i) => i ? (i * 10).toString() : 'Mute'),
[Setting.Show_Stats_on_Level_Up]: [ 'Off', 'On' ],
[Setting.Window_Type]: new Array(4).fill(null).map((_, i) => (i + 1).toString()),
[Setting.Player_Gender]: [ 'Boy', 'Girl' ],
[Setting.Touch_Controls]: [ 'Auto', 'Disabled' ],
[Setting.Vibration]: [ 'Auto', 'Disabled' ]
};
@ -38,6 +41,7 @@ export const settingDefaults: SettingDefaults = {
[Setting.SE_Volume]: 10,
[Setting.Show_Stats_on_Level_Up]: 1,
[Setting.Window_Type]: 0,
[Setting.Player_Gender]: 0,
[Setting.Touch_Controls]: 0,
[Setting.Vibration]: 0
};
@ -65,6 +69,14 @@ export function setSetting(scene: BattleScene, setting: Setting, value: integer)
case Setting.Window_Type:
updateWindowType(scene, parseInt(settingOptions[setting][value]));
break;
case Setting.Player_Gender:
if (scene.gameData) {
const female = settingOptions[setting][value] === 'Girl';
scene.gameData.gender = female ? PlayerGender.FEMALE : PlayerGender.MALE;
scene.trainer.setTexture(scene.trainer.texture.key.replace(female ? 'm' : 'f', female ? 'f' : 'm'));
} else
return false;
break;
case Setting.Touch_Controls:
scene.enableTouchControls = settingOptions[setting][value] !== 'Disabled' && hasTouchscreen();
const touchControls = document.getElementById('touchControls');