pokerogue/src/phases/show-party-exp-bar-phase.ts

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import BattleScene from "#app/battle-scene";
import { ExpGainsSpeed } from "#app/enums/exp-gains-speed";
import { ExpNotification } from "#app/enums/exp-notification";
import { ExpBoosterModifier } from "#app/modifier/modifier";
import * as Utils from "#app/utils";
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import { HidePartyExpBarPhase } from "./hide-party-exp-bar-phase";
import { LevelUpPhase } from "./level-up-phase";
import { PlayerPartyMemberPokemonPhase } from "./player-party-member-pokemon-phase";
export class ShowPartyExpBarPhase extends PlayerPartyMemberPokemonPhase {
private expValue: number;
constructor(scene: BattleScene, partyMemberIndex: integer, expValue: number) {
super(scene, partyMemberIndex);
this.expValue = expValue;
}
start() {
super.start();
const pokemon = this.getPokemon();
const exp = new Utils.NumberHolder(this.expValue);
this.scene.applyModifiers(ExpBoosterModifier, true, exp);
exp.value = Math.floor(exp.value);
const lastLevel = pokemon.level;
pokemon.addExp(exp.value);
const newLevel = pokemon.level;
if (newLevel > lastLevel) {
this.scene.unshiftPhase(new LevelUpPhase(this.scene, this.partyMemberIndex, lastLevel, newLevel));
}
this.scene.unshiftPhase(new HidePartyExpBarPhase(this.scene));
pokemon.updateInfo();
if (this.scene.expParty === ExpNotification.SKIP) {
this.end();
} else if (this.scene.expParty === ExpNotification.ONLY_LEVEL_UP) {
if (newLevel > lastLevel) { // this means if we level up
// instead of displaying the exp gain in the small frame, we display the new level
// we use the same method for mode 0 & 1, by giving a parameter saying to display the exp or the level
this.scene.partyExpBar.showPokemonExp(pokemon, exp.value, this.scene.expParty === ExpNotification.ONLY_LEVEL_UP, newLevel).then(() => {
setTimeout(() => this.end(), 800 / Math.pow(2, this.scene.expGainsSpeed));
});
} else {
this.end();
}
} else if (this.scene.expGainsSpeed < ExpGainsSpeed.SKIP) {
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this.scene.partyExpBar.showPokemonExp(pokemon, exp.value, false, newLevel).then(() => {
setTimeout(() => this.end(), 500 / Math.pow(2, this.scene.expGainsSpeed));
});
} else {
this.end();
}
}
}