pokerogue/src/tutorial.ts

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import BattleScene from "./battle-scene";
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import AwaitableUiHandler from "./ui/awaitable-ui-handler";
import { Mode } from "./ui/ui";
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export enum Tutorial {
Intro = "INTRO",
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Access_Menu = "ACCESS_MENU",
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Menu = "MENU",
Starter_Select = "STARTER_SELECT",
Select_Item = "SELECT_ITEM",
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Egg_Gacha = "EGG_GACHA"
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}
const tutorialHandlers = {
[Tutorial.Intro]: (scene: BattleScene) => {
return new Promise<void>(resolve => {
scene.ui.showText(`Welcome to PokéRogue! This is a battle-focused Pokémon fangame with roguelite elements.
$This game is not monetized and we claim no ownership of Pokémon nor of the copyrighted assets used.
$The game is a work in progress, but fully playable.\nFor bug reports, please use the Discord community.
$If the game runs slowly, please ensure 'Hardware Acceleration' is turned on in your browser settings.`, null, () => resolve(), null, true);
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});
},
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[Tutorial.Access_Menu]: (scene: BattleScene) => {
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return new Promise<void>(resolve => {
if (scene.enableTouchControls)
return resolve();
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scene.showFieldOverlay(1000).then(() => scene.ui.showText(`To access the menu, press M or Escape while awaiting input.\nThe menu contains settings and various features.`, null, () => scene.hideFieldOverlay(1000).then(() => resolve()), null, true));
});
},
[Tutorial.Menu]: (scene: BattleScene) => {
return new Promise<void>(resolve => {
scene.gameData.saveTutorialFlag(Tutorial.Access_Menu, true);
scene.ui.showText(`From this menu you can access the settings.
$From the settings you can change game speed, window style, and other options.
$There are also various other features here, so be sure to check them all!`, null, () => scene.ui.showText('', null, () => resolve()), null, true);
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});
},
[Tutorial.Starter_Select]: (scene: BattleScene) => {
return new Promise<void>(resolve => {
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scene.ui.showText(`From this screen, you can select your starters.\nThese are your initial party members.
$Each starter has a value. Your party can have up to\n6 members as long as the total does not exceed 10.
$You can also select gender, ability, and form depending on\nthe variants you've caught or hatched.
$The IVs for a species are also the best of every one you've\ncaught or hatched, so try to get lots of the same species!`, null, () => scene.ui.showText('', null, () => resolve()), null, true);
});
},
[Tutorial.Select_Item]: (scene: BattleScene) => {
return new Promise<void>(resolve => {
scene.ui.setModeWithoutClear(Mode.MESSAGE).then(() => {
scene.ui.showText(`After every battle, you are given a choice of 3 random items.\nYou may only pick one.
$These range from consumables, to Pokémon held items, to passive permanent items.
$Most non-consumable item effects will stack in various ways.
$Some items will only show up if they can be used, such as evolution items.
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$You can also transfer held items between Pokémon using the transfer option.
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$The transfer option will appear in the bottom right once you have obtained a held item.
$You may purchase consumable items with money, and a larger variety will be available the further you get.
$Be sure to buy these before you pick your random item, as it will progress to the next battle once you do.`, null, () => scene.ui.showText('', null, () => scene.ui.setModeWithoutClear(Mode.MODIFIER_SELECT).then(() => resolve())), null, true);
});
});
},
[Tutorial.Egg_Gacha]: (scene: BattleScene) => {
return new Promise<void>(resolve => {
scene.ui.showText(`From this screen, you can redeem your vouchers for\nPokémon eggs.
$Eggs have to be hatched and get closer to hatching after\nevery battle. Rarer eggs take longer to hatch.
$Hatched Pokémon also won't be added to your party, they will\nbe added to your starters.
$Pokémon hatched from eggs generally have better IVs than\nwild Pokémon.
$Some Pokémon can only even be obtained from eggs.
$There are 3 different machines to pull from with different\nbonuses, so pick the one that suits you best!`, null, () => scene.ui.showText('', null, () => resolve()), null, true);
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});
},
};
export function handleTutorial(scene: BattleScene, tutorial: Tutorial): Promise<boolean> {
return new Promise<boolean>(resolve => {
if (!scene.enableTutorials)
return resolve(false);
if (scene.gameData.getTutorialFlags()[tutorial])
return resolve(false);
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const handler = scene.ui.getHandler();
if (handler instanceof AwaitableUiHandler)
handler.tutorialActive = true;
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tutorialHandlers[tutorial](scene).then(() => {
scene.gameData.saveTutorialFlag(tutorial, true);
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if (handler instanceof AwaitableUiHandler)
handler.tutorialActive = false;
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resolve(true);
});
});
}