Compare commits

...

4 Commits

Author SHA1 Message Date
Lugiad ef8a2b3cc8
Merge branch 'beta' into bgm-name-change-locales 2024-09-19 03:52:13 +02:00
MokaStitcher 51bb80cb66
[Bug][UI] Fix scrolling UIs not resetting properly and add Scrollbars (#4312)
* [bug] fix scrollable elements not resetting properly

* [ui] add wrap around and scrolling bar to the achievements menu

* [ui] add scrollbar to the settings
2024-09-18 19:53:30 -04:00
innerthunder 605ae9e1c3
[Move] Improved damage forecasting for Shell Side Arm (#4310) 2024-09-18 19:03:01 -04:00
Madmadness65 81ea1296b3
[Miscellaneous] Add new Lake and RUins biome BGM by Lmz (#4319)
* Add new biome BGM by Firel

* Add new biome BGM by Lmz

* Update bgm-name.json
2024-09-18 19:00:06 -04:00
17 changed files with 302 additions and 108 deletions

View File

@ -56,7 +56,7 @@ Check out [Github Issues](https://github.com/pagefaultgames/pokerogue/issues) to
- Pokémon Legends: Arceus - Pokémon Legends: Arceus
- Pokémon Scarlet/Violet - Pokémon Scarlet/Violet
- Firel (Custom Ice Cave, Laboratory, Metropolis, Plains, Power Plant, Seabed, Space, and Volcano biome music) - Firel (Custom Ice Cave, Laboratory, Metropolis, Plains, Power Plant, Seabed, Space, and Volcano biome music)
- Lmz (Custom Jungle biome music) - Lmz (Custom Ancient Ruins, Jungle, and Lake biome music)
- Andr06 (Custom Slum and Sea biome music) - Andr06 (Custom Slum and Sea biome music)
### 🎵 Sound Effects ### 🎵 Sound Effects

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -3974,18 +3974,17 @@ export class StatusCategoryOnAllyAttr extends VariableMoveCategoryAttr {
export class ShellSideArmCategoryAttr extends VariableMoveCategoryAttr { export class ShellSideArmCategoryAttr extends VariableMoveCategoryAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean { apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const category = (args[0] as Utils.NumberHolder); const category = (args[0] as Utils.NumberHolder);
const atkRatio = user.getEffectiveStat(Stat.ATK, target, move) / target.getEffectiveStat(Stat.DEF, user, move);
const specialRatio = user.getEffectiveStat(Stat.SPATK, target, move) / target.getEffectiveStat(Stat.SPDEF, user, move);
// Shell Side Arm is much more complicated than it looks, this is a partial implementation to try to achieve something similar to the games const predictedPhysDmg = target.getBaseDamage(user, move, MoveCategory.PHYSICAL, true, true);
if (atkRatio > specialRatio) { const predictedSpecDmg = target.getBaseDamage(user, move, MoveCategory.SPECIAL, true, true);
if (predictedPhysDmg > predictedSpecDmg) {
category.value = MoveCategory.PHYSICAL; category.value = MoveCategory.PHYSICAL;
return true; return true;
} else if (atkRatio === specialRatio && user.randSeedInt(2) === 0) { } else if (predictedPhysDmg === predictedSpecDmg && user.randSeedInt(2) === 0) {
category.value = MoveCategory.PHYSICAL; category.value = MoveCategory.PHYSICAL;
return true; return true;
} }
return false; return false;
} }
} }
@ -9106,7 +9105,7 @@ export function initMoves() {
new AttackMove(Moves.SHELL_SIDE_ARM, Type.POISON, MoveCategory.SPECIAL, 90, 100, 10, 20, 0, 8) new AttackMove(Moves.SHELL_SIDE_ARM, Type.POISON, MoveCategory.SPECIAL, 90, 100, 10, 20, 0, 8)
.attr(ShellSideArmCategoryAttr) .attr(ShellSideArmCategoryAttr)
.attr(StatusEffectAttr, StatusEffect.POISON) .attr(StatusEffectAttr, StatusEffect.POISON)
.partial(), .partial(), // Physical version of the move does not make contact
new AttackMove(Moves.MISTY_EXPLOSION, Type.FAIRY, MoveCategory.SPECIAL, 100, 100, 5, -1, 0, 8) new AttackMove(Moves.MISTY_EXPLOSION, Type.FAIRY, MoveCategory.SPECIAL, 100, 100, 5, -1, 0, 8)
.attr(SacrificialAttr) .attr(SacrificialAttr)
.target(MoveTarget.ALL_NEAR_OTHERS) .target(MoveTarget.ALL_NEAR_OTHERS)

View File

@ -762,7 +762,7 @@ export class Arena {
case Biome.BEACH: case Biome.BEACH:
return 3.462; return 3.462;
case Biome.LAKE: case Biome.LAKE:
return 5.350; return 7.215;
case Biome.SEABED: case Biome.SEABED:
return 2.600; return 2.600;
case Biome.MOUNTAIN: case Biome.MOUNTAIN:
@ -788,7 +788,7 @@ export class Arena {
case Biome.FACTORY: case Biome.FACTORY:
return 4.985; return 4.985;
case Biome.RUINS: case Biome.RUINS:
return 2.270; return 0.000;
case Biome.WASTELAND: case Biome.WASTELAND:
return 6.336; return 6.336;
case Biome.ABYSS: case Biome.ABYSS:

View File

@ -2322,11 +2322,61 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
return accuracyMultiplier.value / evasionMultiplier.value; return accuracyMultiplier.value / evasionMultiplier.value;
} }
/**
* Calculates the base damage of the given move against this Pokemon when attacked by the given source.
* Used during damage calculation and for Shell Side Arm's forecasting effect.
* @param source the attacking {@linkcode Pokemon}.
* @param move the {@linkcode Move} used in the attack.
* @param moveCategory the move's {@linkcode MoveCategory} after variable-category effects are applied.
* @param ignoreAbility if `true`, ignores this Pokemon's defensive ability effects (defaults to `false`).
* @param ignoreSourceAbility if `true`, ignore's the attacking Pokemon's ability effects (defaults to `false`).
* @param isCritical if `true`, calculates effective stats as if the hit were critical (defaults to `false`).
* @param simulated if `true`, suppresses changes to game state during calculation (defaults to `true`).
* @returns The move's base damage against this Pokemon when used by the source Pokemon.
*/
getBaseDamage(source: Pokemon, move: Move, moveCategory: MoveCategory, ignoreAbility: boolean = false, ignoreSourceAbility: boolean = false, isCritical: boolean = false, simulated: boolean = true): number {
const isPhysical = moveCategory === MoveCategory.PHYSICAL;
/** A base damage multiplier based on the source's level */
const levelMultiplier = (2 * source.level / 5 + 2);
/** The power of the move after power boosts from abilities, etc. have applied */
const power = move.calculateBattlePower(source, this, simulated);
/**
* The attacker's offensive stat for the given move's category.
* Critical hits cause negative stat stages to be ignored.
*/
const sourceAtk = new Utils.NumberHolder(source.getEffectiveStat(isPhysical ? Stat.ATK : Stat.SPATK, this, undefined, ignoreSourceAbility, ignoreAbility, isCritical, simulated));
applyMoveAttrs(VariableAtkAttr, source, this, move, sourceAtk);
/**
* This Pokemon's defensive stat for the given move's category.
* Critical hits cause positive stat stages to be ignored.
*/
const targetDef = new Utils.NumberHolder(this.getEffectiveStat(isPhysical ? Stat.DEF : Stat.SPDEF, source, move, ignoreAbility, ignoreSourceAbility, isCritical, simulated));
applyMoveAttrs(VariableDefAttr, source, this, move, targetDef);
/**
* The attack's base damage, as determined by the source's level, move power
* and Attack stat as well as this Pokemon's Defense stat
*/
const baseDamage = ((levelMultiplier * power * sourceAtk.value / targetDef.value) / 50) + 2;
/** Debug message for non-simulated calls (i.e. when damage is actually dealt) */
if (!simulated) {
console.log("base damage", baseDamage, move.name, power, sourceAtk.value, targetDef.value);
}
return baseDamage;
}
/** /**
* Calculates the damage of an attack made by another Pokemon against this Pokemon * Calculates the damage of an attack made by another Pokemon against this Pokemon
* @param source {@linkcode Pokemon} the attacking Pokemon * @param source {@linkcode Pokemon} the attacking Pokemon
* @param move {@linkcode Pokemon} the move used in the attack * @param move {@linkcode Pokemon} the move used in the attack
* @param ignoreAbility If `true`, ignores this Pokemon's defensive ability effects * @param ignoreAbility If `true`, ignores this Pokemon's defensive ability effects
* @param ignoreSourceAbility If `true`, ignores the attacking Pokemon's ability effects
* @param isCritical If `true`, calculates damage for a critical hit. * @param isCritical If `true`, calculates damage for a critical hit.
* @param simulated If `true`, suppresses changes to game state during the calculation. * @param simulated If `true`, suppresses changes to game state during the calculation.
* @returns a {@linkcode DamageCalculationResult} object with three fields: * @returns a {@linkcode DamageCalculationResult} object with three fields:
@ -2395,35 +2445,11 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}; };
} }
// ----- BEGIN BASE DAMAGE MULTIPLIERS -----
/** A base damage multiplier based on the source's level */
const levelMultiplier = (2 * source.level / 5 + 2);
/** The power of the move after power boosts from abilities, etc. have applied */
const power = move.calculateBattlePower(source, this, simulated);
/**
* The attacker's offensive stat for the given move's category.
* Critical hits ignore negative stat stages.
*/
const sourceAtk = new Utils.NumberHolder(source.getEffectiveStat(isPhysical ? Stat.ATK : Stat.SPATK, this, undefined, ignoreSourceAbility, ignoreAbility, isCritical, simulated));
applyMoveAttrs(VariableAtkAttr, source, this, move, sourceAtk);
/**
* This Pokemon's defensive stat for the given move's category.
* Critical hits ignore positive stat stages.
*/
const targetDef = new Utils.NumberHolder(this.getEffectiveStat(isPhysical ? Stat.DEF : Stat.SPDEF, source, move, ignoreAbility, ignoreSourceAbility, isCritical, simulated));
applyMoveAttrs(VariableDefAttr, source, this, move, targetDef);
/** /**
* The attack's base damage, as determined by the source's level, move power * The attack's base damage, as determined by the source's level, move power
* and Attack stat as well as this Pokemon's Defense stat * and Attack stat as well as this Pokemon's Defense stat
*/ */
const baseDamage = ((levelMultiplier * power * sourceAtk.value / targetDef.value) / 50) + 2; const baseDamage = this.getBaseDamage(source, move, moveCategory, ignoreAbility, ignoreSourceAbility, isCritical, simulated);
// ------ END BASE DAMAGE MULTIPLIERS ------
/** 25% damage debuff on moves hitting more than one non-fainted target (regardless of immunities) */ /** 25% damage debuff on moves hitting more than one non-fainted target (regardless of immunities) */
const { targets, multiple } = getMoveTargets(source, move.id); const { targets, multiple } = getMoveTargets(source, move.id);
@ -2549,7 +2575,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
// debug message for when damage is applied (i.e. not simulated) // debug message for when damage is applied (i.e. not simulated)
if (!simulated) { if (!simulated) {
console.log("damage", damage.value, move.name, power, sourceAtk, targetDef); console.log("damage", damage.value, move.name);
} }
let hitResult: HitResult; let hitResult: HitResult;

View File

@ -112,13 +112,13 @@
"island": "PMD EoS Craggy Coast", "island": "PMD EoS Craggy Coast",
"jungle": "Lmz - Jungle", "jungle": "Lmz - Jungle",
"laboratory": "Firel - Laboratory", "laboratory": "Firel - Laboratory",
"lake": "PMD EoS Crystal Cave", "lake": "Lmz - Lake",
"meadow": "PMD EoS Sky Peak Forest", "meadow": "PMD EoS Sky Peak Forest",
"metropolis": "Firel - Metropolis", "metropolis": "Firel - Metropolis",
"mountain": "PMD EoS Mt. Horn", "mountain": "PMD EoS Mt. Horn",
"plains": "Firel - Route 888", "plains": "Firel - Route 888",
"power_plant": "Firel - The Klink", "power_plant": "Firel - The Klink",
"ruins": "PMD EoS Deep Sealed Ruin", "ruins": "Lmz - Ancient Ruins",
"sea": "Andr06 - Marine Mystique", "sea": "Andr06 - Marine Mystique",
"seabed": "Firel - Seabed", "seabed": "Firel - Seabed",
"slum": "Andr06 - Sneaky Snom", "slum": "Andr06 - Sneaky Snom",

View File

@ -0,0 +1,87 @@
import { BattlerIndex } from "#app/battle";
import { allMoves, ShellSideArmCategoryAttr } from "#app/data/move";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, it, expect, vi } from "vitest";
describe("Moves - Shell Side Arm", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
const TIMEOUT = 20 * 1000;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset([Moves.SHELL_SIDE_ARM])
.battleType("single")
.startingLevel(100)
.enemyLevel(100)
.enemyAbility(Abilities.BALL_FETCH)
.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);
});

View File

@ -344,6 +344,7 @@ export default abstract class AbstractOptionSelectUiHandler extends UiHandler {
super.clear(); super.clear();
this.config = null; this.config = null;
this.optionSelectContainer.setVisible(false); this.optionSelectContainer.setVisible(false);
this.scrollCursor = 0;
this.eraseCursor(); this.eraseCursor();
} }

View File

@ -1,12 +1,13 @@
import BattleScene from "../battle-scene"; import BattleScene from "#app/battle-scene";
import { Button } from "#enums/buttons"; import { Button } from "#enums/buttons";
import i18next from "i18next"; import i18next from "i18next";
import { Achv, achvs, getAchievementDescription } from "../system/achv"; import { Achv, achvs, getAchievementDescription } from "#app/system/achv";
import { Voucher, getVoucherTypeIcon, getVoucherTypeName, vouchers } from "../system/voucher"; import { Voucher, getVoucherTypeIcon, getVoucherTypeName, vouchers } from "#app/system/voucher";
import MessageUiHandler from "./message-ui-handler"; import MessageUiHandler from "#app/ui/message-ui-handler";
import { addTextObject, TextStyle } from "./text"; import { addTextObject, TextStyle } from "#app/ui/text";
import { Mode } from "./ui"; import { Mode } from "#app/ui/ui";
import { addWindow } from "./ui-theme"; import { addWindow } from "#app/ui/ui-theme";
import { ScrollBar } from "#app/ui/scroll-bar";
import { PlayerGender } from "#enums/player-gender"; import { PlayerGender } from "#enums/player-gender";
enum Page { enum Page {
@ -49,6 +50,7 @@ export default class AchvsUiHandler extends MessageUiHandler {
private vouchersTotal: number; private vouchersTotal: number;
private currentTotal: number; private currentTotal: number;
private scrollBar: ScrollBar;
private scrollCursor: number; private scrollCursor: number;
private cursorObj: Phaser.GameObjects.NineSlice | null; private cursorObj: Phaser.GameObjects.NineSlice | null;
private currentPage: Page; 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 = 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.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 = []; this.icons = [];
@ -148,6 +153,7 @@ export default class AchvsUiHandler extends MessageUiHandler {
this.mainContainer.add(this.headerText); this.mainContainer.add(this.headerText);
this.mainContainer.add(this.headerActionText); this.mainContainer.add(this.headerActionText);
this.mainContainer.add(this.iconsBg); this.mainContainer.add(this.iconsBg);
this.mainContainer.add(this.scrollBar);
this.mainContainer.add(this.iconsContainer); this.mainContainer.add(this.iconsContainer);
this.mainContainer.add(titleBg); this.mainContainer.add(titleBg);
this.mainContainer.add(this.titleText); this.mainContainer.add(this.titleText);
@ -162,6 +168,7 @@ export default class AchvsUiHandler extends MessageUiHandler {
this.currentPage = Page.ACHIEVEMENTS; this.currentPage = Page.ACHIEVEMENTS;
this.setCursor(0); this.setCursor(0);
this.setScrollCursor(0);
this.mainContainer.setVisible(false); this.mainContainer.setVisible(false);
} }
@ -175,6 +182,8 @@ export default class AchvsUiHandler extends MessageUiHandler {
this.mainContainer.setVisible(true); this.mainContainer.setVisible(true);
this.setCursor(0); this.setCursor(0);
this.setScrollCursor(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); this.getUi().moveTo(this.mainContainer, this.getUi().length - 1);
@ -224,6 +233,8 @@ export default class AchvsUiHandler extends MessageUiHandler {
this.updateAchvIcons(); this.updateAchvIcons();
} }
this.setCursor(0, true); this.setCursor(0, true);
this.scrollBar.setTotalRows(Math.ceil(this.currentTotal / this.COLS));
this.scrollBar.setScrollCursor(0);
this.mainContainer.update(); this.mainContainer.update();
} }
if (button === Button.CANCEL) { if (button === Button.CANCEL) {
@ -237,32 +248,44 @@ export default class AchvsUiHandler extends MessageUiHandler {
if (this.cursor < this.COLS) { if (this.cursor < this.COLS) {
if (this.scrollCursor) { if (this.scrollCursor) {
success = this.setScrollCursor(this.scrollCursor - 1); 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 { } else {
success = this.setCursor(this.cursor - this.COLS); success = this.setCursor(this.cursor - this.COLS);
} }
break; break;
case Button.DOWN: case Button.DOWN:
const canMoveDown = (this.cursor + itemOffset) + this.COLS < this.currentTotal; const canMoveDown = itemOffset + 1 < this.currentTotal;
if (rowIndex >= this.ROWS - 1) { if (rowIndex >= this.ROWS - 1) {
if (this.scrollCursor < Math.ceil(this.currentTotal / this.COLS) - this.ROWS && canMoveDown) { if (this.scrollCursor < Math.ceil(this.currentTotal / this.COLS) - this.ROWS && canMoveDown) {
// scroll down one row
success = this.setScrollCursor(this.scrollCursor + 1); 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) { } else if (canMoveDown) {
success = this.setCursor(this.cursor + this.COLS); success = this.setCursor(Math.min(this.cursor + this.COLS, this.currentTotal - itemOffset - 1));
} }
break; break;
case Button.LEFT: case Button.LEFT:
if (!this.cursor && this.scrollCursor) { if (this.cursor % this.COLS === 0) {
success = this.setScrollCursor(this.scrollCursor - 1) && this.setCursor(this.cursor + (this.COLS - 1)); success = this.setCursor(Math.min(this.cursor + this.COLS - 1, this.currentTotal - itemOffset - 1));
} else if (this.cursor) { } else {
success = this.setCursor(this.cursor - 1); success = this.setCursor(this.cursor - 1);
} }
break; break;
case Button.RIGHT: case Button.RIGHT:
if (this.cursor + 1 === this.ROWS * this.COLS && this.scrollCursor < Math.ceil(this.currentTotal / this.COLS) - this.ROWS) { if ((this.cursor + 1) % this.COLS === 0 || (this.cursor + itemOffset) === (this.currentTotal - 1)) {
success = this.setScrollCursor(this.scrollCursor + 1) && this.setCursor(this.cursor - (this.COLS - 1)); success = this.setCursor(this.cursor - this.cursor % this.COLS);
} else if (this.cursor + itemOffset < this.currentTotal - 1) { } else {
success = this.setCursor(this.cursor + 1); success = this.setCursor(this.cursor + 1);
} }
break; break;
@ -315,15 +338,22 @@ export default class AchvsUiHandler extends MessageUiHandler {
} }
this.scrollCursor = scrollCursor; 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) { switch (this.currentPage) {
case Page.ACHIEVEMENTS: case Page.ACHIEVEMENTS:
this.updateAchvIcons(); 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; break;
case Page.VOUCHERS: case Page.VOUCHERS:
this.updateVoucherIcons(); 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; break;
} }
return true; return true;
@ -411,6 +441,7 @@ export default class AchvsUiHandler extends MessageUiHandler {
super.clear(); super.clear();
this.currentPage = Page.ACHIEVEMENTS; this.currentPage = Page.ACHIEVEMENTS;
this.mainContainer.setVisible(false); this.mainContainer.setVisible(false);
this.setScrollCursor(0);
this.eraseCursor(); this.eraseCursor();
} }

View File

@ -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 { export class ScrollBar extends Phaser.GameObjects.Container {
private bg: Phaser.GameObjects.Image; private bg: Phaser.GameObjects.NineSlice;
private handleBody: Phaser.GameObjects.Rectangle; private handleBody: Phaser.GameObjects.Rectangle;
private handleBottom: Phaser.GameObjects.Image; private handleBottom: Phaser.GameObjects.NineSlice;
private pages: number; private currentRow: number;
private page: 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); 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.bg.setOrigin(0, 0);
this.add(this.bg); 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.handleBody.setOrigin(0, 0);
this.add(this.handleBody); 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.handleBottom.setOrigin(0, 0);
this.add(this.handleBottom); this.add(this.handleBottom);
} }
setPage(page: number): void { /**
this.page = page; * Set the current row that is displayed
this.handleBody.y = 1 + (this.bg.displayHeight - 1 - this.handleBottom.displayHeight) / this.pages * page; * 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; this.handleBottom.y = this.handleBody.y + this.handleBody.displayHeight;
} }
setPages(pages: number): void { /**
this.pages = pages; * Set the total number of rows to display
this.handleBody.height = (this.bg.displayHeight - 1 - this.handleBottom.displayHeight) * 9 / this.pages; * 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);
} }
} }

View File

@ -1,11 +1,12 @@
import UiHandler from "../ui-handler"; import UiHandler from "#app/ui/ui-handler";
import BattleScene from "../../battle-scene"; import BattleScene from "#app/battle-scene";
import {Mode} from "../ui"; import { Mode } from "#app/ui/ui";
import {InterfaceConfig} from "../../inputs-controller"; import { InterfaceConfig } from "#app/inputs-controller";
import {addWindow} from "../ui-theme"; import { addWindow } from "#app/ui/ui-theme";
import {addTextObject, TextStyle} from "../text"; import { addTextObject, TextStyle } from "#app/ui/text";
import {getIconWithSettingName} from "#app/configs/inputs/configHandler"; import { ScrollBar } from "#app/ui/scroll-bar";
import NavigationMenu, {NavigationManager} from "#app/ui/settings/navigationMenu"; import { getIconWithSettingName } from "#app/configs/inputs/configHandler";
import NavigationMenu, { NavigationManager } from "#app/ui/settings/navigationMenu";
import { Device } from "#enums/devices"; import { Device } from "#enums/devices";
import { Button } from "#enums/buttons"; import { Button } from "#enums/buttons";
import i18next from "i18next"; import i18next from "i18next";
@ -19,7 +20,7 @@ export interface LayoutConfig {
inputsIcons: InputsIcons; inputsIcons: InputsIcons;
settingLabels: Phaser.GameObjects.Text[]; settingLabels: Phaser.GameObjects.Text[];
optionValueLabels: Phaser.GameObjects.Text[][]; optionValueLabels: Phaser.GameObjects.Text[][];
optionCursors: integer[]; optionCursors: number[];
keys: string[]; keys: string[];
bindingSettings: Array<String>; bindingSettings: Array<String>;
} }
@ -31,8 +32,9 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
protected optionsContainer: Phaser.GameObjects.Container; protected optionsContainer: Phaser.GameObjects.Container;
protected navigationContainer: NavigationMenu; protected navigationContainer: NavigationMenu;
protected scrollCursor: integer; protected scrollBar: ScrollBar;
protected optionCursors: integer[]; protected scrollCursor: number;
protected optionCursors: number[];
protected cursorObj: Phaser.GameObjects.NineSlice | null; protected cursorObj: Phaser.GameObjects.NineSlice | null;
protected optionsBg: Phaser.GameObjects.NineSlice; protected optionsBg: Phaser.GameObjects.NineSlice;
@ -65,7 +67,7 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
protected device: Device; protected device: Device;
abstract saveSettingToLocalStorage(setting, cursor): void; 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. * 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 // 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 // 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 // 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)); 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. // Add the options container to the overall settings container to be displayed in the UI.
this.settingsContainer.add(optionsContainer); 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. // Add the settings container to the UI.
ui.add(this.settingsContainer); ui.add(this.settingsContainer);
@ -413,6 +420,8 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
this.optionCursors = layout.optionCursors; this.optionCursors = layout.optionCursors;
this.inputsIcons = layout.inputsIcons; this.inputsIcons = layout.inputsIcons;
this.bindingSettings = layout.bindingSettings; this.bindingSettings = layout.bindingSettings;
this.scrollBar.setTotalRows(layout.settingLabels.length);
this.scrollBar.setScrollCursor(0);
// Return true indicating the layout was successfully applied. // Return true indicating the layout was successfully applied.
return true; return true;
@ -538,7 +547,7 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
* @param cursor - The cursor position to set. * @param cursor - The cursor position to set.
* @returns `true` if the cursor was set successfully. * @returns `true` if the cursor was set successfully.
*/ */
setCursor(cursor: integer): boolean { setCursor(cursor: number): boolean {
const ret = super.setCursor(cursor); const ret = super.setCursor(cursor);
// If the optionsContainer is not initialized, return the result from the parent class directly. // If the optionsContainer is not initialized, return the result from the parent class directly.
if (!this.optionsContainer) { if (!this.optionsContainer) {
@ -547,7 +556,8 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
// Check if the cursor object exists, if not, create it. // Check if the cursor object exists, if not, create it.
if (!this.cursorObj) { 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.cursorObj.setOrigin(0, 0); // Set the origin to the top-left corner.
this.optionsContainer.add(this.cursorObj); // Add the cursor to the options container. 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. * @param scrollCursor - The scroll cursor position to set.
* @returns `true` if the scroll cursor was set successfully. * @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. // Check if the new scroll position is the same as the current one; if so, do not update.
if (scrollCursor === this.scrollCursor) { if (scrollCursor === this.scrollCursor) {
return false; return false;
@ -572,6 +582,7 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
// Update the internal scroll cursor state // Update the internal scroll cursor state
this.scrollCursor = scrollCursor; this.scrollCursor = scrollCursor;
this.scrollBar.setScrollCursor(this.scrollCursor);
// Apply the new scroll position to the settings UI. // Apply the new scroll position to the settings UI.
this.updateSettingsScroll(); this.updateSettingsScroll();
@ -590,7 +601,7 @@ export default abstract class AbstractControlSettingsUiHandler extends UiHandler
* @param save - Whether to save the setting to local storage. * @param save - Whether to save the setting to local storage.
* @returns `true` if the option cursor was set successfully. * @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. // Retrieve the specific setting using the settingIndex from the settingDevice enumeration.
const setting = this.setting[Object.keys(this.setting)[settingIndex]]; const setting = this.setting[Object.keys(this.setting)[settingIndex]];

View File

@ -1,12 +1,13 @@
import BattleScene from "../../battle-scene"; import BattleScene from "#app/battle-scene";
import { hasTouchscreen, isMobile } from "../../touch-controls"; import { hasTouchscreen, isMobile } from "#app/touch-controls";
import { TextStyle, addTextObject } from "../text"; import { TextStyle, addTextObject } from "#app/ui/text";
import { Mode } from "../ui"; import { Mode } from "#app/ui/ui";
import UiHandler from "../ui-handler"; import UiHandler from "#app/ui/ui-handler";
import { addWindow } from "../ui-theme"; import { addWindow } from "#app/ui/ui-theme";
import {Button} from "#enums/buttons"; import { ScrollBar } from "#app/ui/scroll-bar";
import {InputsIcons} from "#app/ui/settings/abstract-control-settings-ui-handler"; import { Button } from "#enums/buttons";
import NavigationMenu, {NavigationManager} from "#app/ui/settings/navigationMenu"; import { InputsIcons } from "#app/ui/settings/abstract-control-settings-ui-handler";
import NavigationMenu, { NavigationManager } from "#app/ui/settings/navigationMenu";
import { Setting, SettingKeys, SettingType } from "#app/system/settings/settings"; import { Setting, SettingKeys, SettingType } from "#app/system/settings/settings";
import i18next from "i18next"; import i18next from "i18next";
@ -19,11 +20,12 @@ export default class AbstractSettingsUiHandler extends UiHandler {
private optionsContainer: Phaser.GameObjects.Container; private optionsContainer: Phaser.GameObjects.Container;
private navigationContainer: NavigationMenu; private navigationContainer: NavigationMenu;
private scrollCursor: integer; private scrollCursor: number;
private scrollBar: ScrollBar;
private optionsBg: Phaser.GameObjects.NineSlice; private optionsBg: Phaser.GameObjects.NineSlice;
private optionCursors: integer[]; private optionCursors: number[];
private settingLabels: Phaser.GameObjects.Text[]; private settingLabels: Phaser.GameObjects.Text[];
private optionValueLabels: 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 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)); const optionSpacing = Math.floor(totalSpace / (this.optionValueLabels[s].length - 1));
let xOffset = 0; let xOffset = 0;
@ -130,7 +132,11 @@ export default class AbstractSettingsUiHandler extends UiHandler {
this.optionCursors = this.settings.map(setting => setting.default); 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.optionsBg);
this.settingsContainer.add(this.scrollBar);
this.settingsContainer.add(this.navigationContainer); this.settingsContainer.add(this.navigationContainer);
this.settingsContainer.add(actionsBg); this.settingsContainer.add(actionsBg);
this.settingsContainer.add(this.optionsContainer); this.settingsContainer.add(this.optionsContainer);
@ -186,6 +192,7 @@ export default class AbstractSettingsUiHandler extends UiHandler {
this.settingsContainer.setVisible(true); this.settingsContainer.setVisible(true);
this.setCursor(0); this.setCursor(0);
this.setScrollCursor(0);
this.getUi().moveTo(this.settingsContainer, this.getUi().length - 1); 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. * @param cursor - The cursor position to set.
* @returns `true` if the cursor was set successfully. * @returns `true` if the cursor was set successfully.
*/ */
setCursor(cursor: integer): boolean { setCursor(cursor: number): boolean {
const ret = super.setCursor(cursor); const ret = super.setCursor(cursor);
if (!this.cursorObj) { 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.cursorObj.setOrigin(0, 0);
this.optionsContainer.add(this.cursorObj); 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. * @param save - Whether to save the setting to local storage.
* @returns `true` if the option cursor was set successfully. * @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]; const setting = this.settings[settingIndex];
if (setting.key === SettingKeys.Touch_Controls && cursor && hasTouchscreen() && isMobile()) { 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. * @param scrollCursor - The scroll cursor position to set.
* @returns `true` if the scroll cursor was set successfully. * @returns `true` if the scroll cursor was set successfully.
*/ */
setScrollCursor(scrollCursor: integer): boolean { setScrollCursor(scrollCursor: number): boolean {
if (scrollCursor === this.scrollCursor) { if (scrollCursor === this.scrollCursor) {
return false; return false;
} }
this.scrollCursor = scrollCursor; this.scrollCursor = scrollCursor;
this.scrollBar.setScrollCursor(this.scrollCursor);
this.updateSettingsScroll(); this.updateSettingsScroll();
@ -394,6 +403,7 @@ export default class AbstractSettingsUiHandler extends UiHandler {
clear() { clear() {
super.clear(); super.clear();
this.settingsContainer.setVisible(false); this.settingsContainer.setVisible(false);
this.setScrollCursor(0);
this.eraseCursor(); this.eraseCursor();
this.getUi().bgmBar.toggleBgmBar(this.scene.showBgmBar); this.getUi().bgmBar.toggleBgmBar(this.scene.showBgmBar);
if (this.reloadRequired) { if (this.reloadRequired) {

View File

@ -627,7 +627,7 @@ export default class StarterSelectUiHandler extends MessageUiHandler {
const starterBoxContainer = this.scene.add.container(speciesContainerX + 6, 9); //115 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); 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.setTotalRows(Math.max(Math.ceil(this.filteredStarterContainers.length / 9), 1));
this.starterSelectScrollBar.setPage(0); this.starterSelectScrollBar.setScrollCursor(0);
// sort // sort
const sort = this.filterBar.getVals(DropDownColumn.SORT)[0]; const sort = this.filterBar.getVals(DropDownColumn.SORT)[0];
@ -2576,7 +2576,7 @@ export default class StarterSelectUiHandler extends MessageUiHandler {
const onScreenFirstIndex = this.scrollCursor * maxColumns; const onScreenFirstIndex = this.scrollCursor * maxColumns;
const onScreenLastIndex = Math.min(this.filteredStarterContainers.length - 1, onScreenFirstIndex + maxRows * maxColumns -1); 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; let pokerusCursorIndex = 0;
this.filteredStarterContainers.forEach((container, i) => { this.filteredStarterContainers.forEach((container, i) => {