pokerogue/src/ui/ui.ts

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import { Button, default as BattleScene } from '../battle-scene';
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import UiHandler from './uiHandler';
import BattleMessageUiHandler from './battle-message-ui-handler';
import CommandUiHandler from './command-ui-handler';
import PartyUiHandler from './party-ui-handler';
import FightUiHandler from './fight-ui-handler';
import MessageUiHandler from './message-ui-handler';
import ConfirmUiHandler from './confirm-ui-handler';
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import ModifierSelectUiHandler from './modifier-select-ui-handler';
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import BallUiHandler from './ball-ui-handler';
import SummaryUiHandler from './summary-ui-handler';
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import StarterSelectUiHandler from './starter-select-ui-handler';
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import EvolutionSceneHandler from './evolution-scene-handler';
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import BiomeSelectUiHandler from './biome-select-ui-handler';
import TargetSelectUiHandler from './target-select-ui-handler';
import GameModeSelectUiHandler from './game-mode-select-ui-handler';
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import SettingsUiHandler from './settings-ui-handler';
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export enum Mode {
MESSAGE,
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COMMAND,
FIGHT,
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BALL,
TARGET_SELECT,
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MODIFIER_SELECT,
PARTY,
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SUMMARY,
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BIOME_SELECT,
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STARTER_SELECT,
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EVOLUTION_SCENE,
CONFIRM,
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GAME_MODE_SELECT,
SETTINGS
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};
const transitionModes = [
Mode.PARTY,
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Mode.SUMMARY,
Mode.STARTER_SELECT,
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Mode.EVOLUTION_SCENE
];
const noTransitionModes = [
Mode.CONFIRM,
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Mode.GAME_MODE_SELECT,
Mode.SETTINGS
];
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export default class UI extends Phaser.GameObjects.Container {
private mode: Mode;
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private lastMode: Mode;
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private handlers: UiHandler[];
private overlay: Phaser.GameObjects.Rectangle;
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private overlayActive: boolean;
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constructor(scene: BattleScene) {
super(scene, 0, scene.game.canvas.height / 6);
this.mode = Mode.MESSAGE;
this.handlers = [
new BattleMessageUiHandler(scene),
new CommandUiHandler(scene),
new FightUiHandler(scene),
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new BallUiHandler(scene),
new TargetSelectUiHandler(scene),
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new ModifierSelectUiHandler(scene),
new PartyUiHandler(scene),
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new SummaryUiHandler(scene),
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new BiomeSelectUiHandler(scene),
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new StarterSelectUiHandler(scene),
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new EvolutionSceneHandler(scene),
new ConfirmUiHandler(scene),
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new GameModeSelectUiHandler(scene),
new SettingsUiHandler(scene)
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];
}
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setup(): void {
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for (let handler of this.handlers) {
handler.setup();
}
this.overlay = this.scene.add.rectangle(0, 0, this.scene.game.canvas.width / 6, this.scene.game.canvas.height / 6, 0);
this.overlay.setOrigin(0, 0);
(this.scene as BattleScene).uiContainer.add(this.overlay);
this.overlay.setVisible(false);
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}
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getHandler(): UiHandler {
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return this.handlers[this.mode];
}
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getMessageHandler(): BattleMessageUiHandler {
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return this.handlers[Mode.MESSAGE] as BattleMessageUiHandler;
}
processInput(button: Button): void {
if (this.overlayActive)
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return;
this.getHandler().processInput(button);
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}
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showText(text: string, delay?: integer, callback?: Function, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer): void {
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const handler = this.getHandler();
if (handler instanceof MessageUiHandler)
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(handler as MessageUiHandler).showText(text, delay, callback, callbackDelay, prompt, promptDelay);
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else
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this.getMessageHandler().showText(text, delay, callback, callbackDelay, prompt, promptDelay);
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}
showDialogue(text: string, name: string, delay?: integer, callback?: Function, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer): void {
const handler = this.getHandler();
if (handler instanceof MessageUiHandler)
(handler as MessageUiHandler).showDialogue(text, name, delay, callback, callbackDelay, prompt, promptDelay);
else
this.getMessageHandler().showDialogue(text, name, delay, callback, callbackDelay, prompt, promptDelay);
}
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clearText(): void {
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const handler = this.getHandler();
if (handler instanceof MessageUiHandler)
(handler as MessageUiHandler).clearText();
else
this.getMessageHandler().clearText();
}
setCursor(cursor: integer): boolean {
const changed = this.getHandler().setCursor(cursor);
if (changed)
this.playSelect();
return changed;
}
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playSelect(): void {
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(this.scene as BattleScene).playSound('select');
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}
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playError(): void {
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(this.scene as BattleScene).playSound('error');
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}
fadeOut(duration: integer): Promise<void> {
return new Promise(resolve => {
if (this.overlayActive) {
resolve();
return;
}
this.overlayActive = true;
this.overlay.setAlpha(0);
this.overlay.setVisible(true);
this.scene.tweens.add({
targets: this.overlay,
alpha: 1,
duration: duration,
ease: 'Sine.easeOut',
onComplete: () => resolve()
});
});
}
fadeIn(duration: integer): Promise<void> {
return new Promise(resolve => {
this.scene.tweens.add({
targets: this.overlay,
alpha: 0,
duration: duration,
ease: 'Sine.easeIn',
onComplete: () => {
this.overlay.setVisible(false);
resolve();
}
});
this.overlayActive = false;
});
}
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private setModeInternal(mode: Mode, clear: boolean, forceTransition: boolean, args: any[]): Promise<void> {
return new Promise(resolve => {
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if (this.mode === mode && !forceTransition) {
resolve();
return;
}
const doSetMode = () => {
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if (this.mode !== mode) {
if (clear)
this.getHandler().clear();
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this.lastMode = this.mode && !clear ? this.mode : undefined;
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this.mode = mode;
this.getHandler().show(args);
}
resolve();
};
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if ((transitionModes.indexOf(this.mode) > -1 || transitionModes.indexOf(mode) > -1)
&& (noTransitionModes.indexOf(this.mode) === -1 && noTransitionModes.indexOf(mode) === -1) && !(this.scene as BattleScene).auto) {
this.fadeOut(250).then(() => {
this.scene.time.delayedCall(100, () => {
doSetMode();
this.fadeIn(250);
});
})
} else
doSetMode();
});
}
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getMode(): Mode {
return this.mode;
}
setMode(mode: Mode, ...args: any[]): Promise<void> {
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return this.setModeInternal(mode, true, false, args);
}
setModeForceTransition(mode: Mode, ...args: any[]): Promise<void> {
return this.setModeInternal(mode, true, true, args);
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}
setModeWithoutClear(mode: Mode, ...args: any[]): Promise<void> {
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return this.setModeInternal(mode, false, false, args);
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}
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revertMode(): void {
if (!this.lastMode)
return;
this.getHandler().clear();
this.mode = this.lastMode;
this.lastMode = undefined;
}
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}