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[UI][Misc] Force users to have an active challenge (#3953)
* I hope this is good enough * renamed variable to better name * Remove random newline * When player is ready cool box * Fixed cancel behavior * standardized action/cancel behavior * Added comments --------- Co-authored-by: frutescens <info@laptop> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
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@ -1,6 +1,7 @@
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{
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"title": "Challenge Modifiers",
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"illegalEvolution": "{{pokemon}} changed into an ineligble pokémon\nfor this challenge!",
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"noneSelected": "None Selected",
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"singleGeneration": {
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"name": "Mono Gen",
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"desc": "You can only use Pokémon from Generation {{gen}}.",
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@ -5,13 +5,13 @@ import UiHandler from "./ui-handler";
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import { addWindow } from "./ui-theme";
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import {Button} from "#enums/buttons";
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import i18next from "i18next";
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import { Challenge } from "#app/data/challenge.js";
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import { Challenge } from "#app/data/challenge";
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import * as Utils from "../utils";
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import { Challenges } from "#app/enums/challenges.js";
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import { Challenges } from "#app/enums/challenges";
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import BBCodeText from "phaser3-rex-plugins/plugins/bbcodetext";
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import { Color, ShadowColor } from "#app/enums/color.js";
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import { SelectStarterPhase } from "#app/phases/select-starter-phase.js";
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import { TitlePhase } from "#app/phases/title-phase.js";
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import { Color, ShadowColor } from "#app/enums/color";
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import { SelectStarterPhase } from "#app/phases/select-starter-phase";
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import { TitlePhase } from "#app/phases/title-phase";
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/**
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* Handles all the UI for choosing optional challenges.
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@ -33,7 +33,10 @@ export default class GameChallengesUiHandler extends UiHandler {
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private cursorObj: Phaser.GameObjects.NineSlice | null;
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private startBg: Phaser.GameObjects.NineSlice;
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private startCursor: Phaser.GameObjects.NineSlice;
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private startText: Phaser.GameObjects.Text;
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private hasSelectedChallenge: boolean;
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private optionsWidth: number;
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@ -104,20 +107,20 @@ export default class GameChallengesUiHandler extends UiHandler {
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this.descriptionText.setShadow(4, 5, ShadowColor.ORANGE);
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this.descriptionText.setOrigin(0, 0);
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const startBg = addWindow(this.scene, 0, 0, descriptionBg.width, 24);
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startBg.setName("window-start-bg");
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startBg.setOrigin(0, 0);
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startBg.setPositionRelative(descriptionBg, 0, descriptionBg.height);
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this.startBg = addWindow(this.scene, 0, 0, descriptionBg.width, 24);
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this.startBg.setName("window-start-bg");
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this.startBg.setOrigin(0, 0);
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this.startBg.setPositionRelative(descriptionBg, 0, descriptionBg.height);
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const startText = addTextObject(this.scene, 0, 0, i18next.t("common:start"), TextStyle.SETTINGS_LABEL);
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startText.setName("text-start");
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startText.setOrigin(0, 0);
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startText.setPositionRelative(startBg, (startBg.width - startText.displayWidth) / 2, 4);
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this.startText = addTextObject(this.scene, 0, 0, i18next.t("challenges:noneSelected"), TextStyle.SETTINGS_LABEL);
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this.startText.setName("text-start");
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this.startText.setOrigin(0, 0);
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this.startText.setPositionRelative(this.startBg, (this.startBg.width - this.startText.displayWidth) / 2, 4);
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this.startCursor = this.scene.add.nineslice(0, 0, "summary_moves_cursor", undefined, descriptionBg.width - 8, 16, 1, 1, 1, 1);
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this.startCursor.setName("9s-start-cursor");
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this.startCursor.setOrigin(0, 0);
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this.startCursor.setPositionRelative(startBg, 4, 3);
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this.startCursor.setPositionRelative(this.startBg, 4, 3);
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this.startCursor.setVisible(false);
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this.valuesContainer = this.scene.add.container(0, 0);
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@ -157,8 +160,8 @@ export default class GameChallengesUiHandler extends UiHandler {
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this.challengesContainer.add(this.optionsBg);
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this.challengesContainer.add(descriptionBg);
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this.challengesContainer.add(this.descriptionText);
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this.challengesContainer.add(startBg);
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this.challengesContainer.add(startText);
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this.challengesContainer.add(this.startBg);
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this.challengesContainer.add(this.startText);
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this.challengesContainer.add(this.startCursor);
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this.challengesContainer.add(this.valuesContainer);
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@ -216,6 +219,21 @@ export default class GameChallengesUiHandler extends UiHandler {
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this.monoTypeValue.setVisible(false);
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}
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// This checks if a challenge has been selected by the user and updates the text/its opacity accordingly.
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this.hasSelectedChallenge = this.scene.gameMode.challenges.some(c => c.value !== 0);
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if (this.hasSelectedChallenge) {
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this.startText.setText(i18next.t("common:start"));
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this.startText.setAlpha(1);
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this.startText.setPositionRelative(this.startBg, (this.startBg.width - this.startText.displayWidth) / 2, 4);
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} else {
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this.startText.setText(i18next.t("challenges:noneSelected"));
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this.startText.setAlpha(0.5);
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this.startText.setPositionRelative(this.startBg, (this.startBg.width - this.startText.displayWidth) / 2, 4);
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}
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this.challengesContainer.update();
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// const totalDifficulty = this.scene.gameMode.challenges.reduce((v, c) => v + c.getDifficulty(), 0);
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// const totalMinDifficulty = this.scene.gameMode.challenges.reduce((v, c) => v + c.getMinDifficulty(), 0);
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// this.difficultyText.text = `${totalDifficulty}` + (totalMinDifficulty ? `/${totalMinDifficulty}` : "");
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@ -227,6 +245,8 @@ export default class GameChallengesUiHandler extends UiHandler {
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this.startCursor.setVisible(false);
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this.challengesContainer.setVisible(true);
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// Should always be false at the start
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this.hasSelectedChallenge = this.scene.gameMode.challenges.some(c => c.value !== 0);
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this.setCursor(0);
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this.initLabels();
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@ -257,6 +277,7 @@ export default class GameChallengesUiHandler extends UiHandler {
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if (button === Button.CANCEL) {
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if (this.startCursor.visible) {
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// If the user presses cancel when the start cursor has been activated, the game deactivates the start cursor and allows typical challenge selection behavior
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this.startCursor.setVisible(false);
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this.cursorObj?.setVisible(true);
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} else {
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@ -266,83 +287,82 @@ export default class GameChallengesUiHandler extends UiHandler {
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}
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success = true;
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} else if (button === Button.SUBMIT || button === Button.ACTION) {
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if (this.startCursor.visible) {
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const totalDifficulty = this.scene.gameMode.challenges.reduce((v, c) => v + c.getDifficulty(), 0);
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const totalMinDifficulty = this.scene.gameMode.challenges.reduce((v, c) => v + c.getMinDifficulty(), 0);
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if (totalDifficulty >= totalMinDifficulty) {
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if (this.hasSelectedChallenge) {
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if (this.startCursor.visible) {
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this.scene.unshiftPhase(new SelectStarterPhase(this.scene));
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this.scene.getCurrentPhase()?.end();
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success = true;
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} else {
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success = false;
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this.startCursor.setVisible(true);
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this.cursorObj?.setVisible(false);
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}
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} else {
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this.startCursor.setVisible(true);
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this.cursorObj?.setVisible(false);
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success = true;
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} else {
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success = false;
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}
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} else {
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switch (button) {
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case Button.UP:
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if (this.cursor === 0) {
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if (this.scrollCursor === 0) {
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// When at the top of the menu and pressing UP, move to the bottommost item.
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if (this.scene.gameMode.challenges.length > rowsToDisplay) { // If there are more than 9 challenges, scroll to the bottom
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// First, set the cursor to the last visible element, preparing for the scroll to the end.
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const successA = this.setCursor(rowsToDisplay - 1);
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// Then, adjust the scroll to display the bottommost elements of the menu.
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const successB = this.setScrollCursor(this.scene.gameMode.challenges.length - rowsToDisplay);
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success = successA && successB; // success is just there to play the little validation sound effect
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} else { // If there are 9 or less challenges, just move to the bottom one
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success = this.setCursor(this.scene.gameMode.challenges.length - 1);
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if (this.cursorObj?.visible && !this.startCursor.visible) {
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switch (button) {
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case Button.UP:
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if (this.cursor === 0) {
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if (this.scrollCursor === 0) {
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// When at the top of the menu and pressing UP, move to the bottommost item.
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if (this.scene.gameMode.challenges.length > rowsToDisplay) { // If there are more than 9 challenges, scroll to the bottom
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// First, set the cursor to the last visible element, preparing for the scroll to the end.
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const successA = this.setCursor(rowsToDisplay - 1);
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// Then, adjust the scroll to display the bottommost elements of the menu.
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const successB = this.setScrollCursor(this.scene.gameMode.challenges.length - rowsToDisplay);
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success = successA && successB; // success is just there to play the little validation sound effect
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} else { // If there are 9 or less challenges, just move to the bottom one
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success = this.setCursor(this.scene.gameMode.challenges.length - 1);
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}
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} else {
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success = this.setScrollCursor(this.scrollCursor - 1);
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}
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} else {
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success = this.setScrollCursor(this.scrollCursor - 1);
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success = this.setCursor(this.cursor - 1);
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}
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} else {
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success = this.setCursor(this.cursor - 1);
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}
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if (success) {
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this.updateText();
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}
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break;
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case Button.DOWN:
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if (this.cursor === rowsToDisplay - 1) {
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if (this.scrollCursor < this.scene.gameMode.challenges.length - rowsToDisplay) {
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// When at the bottom and pressing DOWN, scroll if possible.
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success = this.setScrollCursor(this.scrollCursor + 1);
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if (success) {
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this.updateText();
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}
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break;
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case Button.DOWN:
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if (this.cursor === rowsToDisplay - 1) {
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if (this.scrollCursor < this.scene.gameMode.challenges.length - rowsToDisplay) {
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// When at the bottom and pressing DOWN, scroll if possible.
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success = this.setScrollCursor(this.scrollCursor + 1);
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} else {
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// When at the bottom of a scrolling menu and pressing DOWN, move to the topmost item.
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// First, set the cursor to the first visible element, preparing for the scroll to the top.
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const successA = this.setCursor(0);
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// Then, adjust the scroll to display the topmost elements of the menu.
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const successB = this.setScrollCursor(0);
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success = successA && successB; // success is just there to play the little validation sound effect
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}
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} else if (this.scene.gameMode.challenges.length < rowsToDisplay && this.cursor === this.scene.gameMode.challenges.length - 1) {
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// When at the bottom of a non-scrolling menu and pressing DOWN, move to the topmost item.
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success = this.setCursor(0);
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} else {
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// When at the bottom of a scrolling menu and pressing DOWN, move to the topmost item.
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// First, set the cursor to the first visible element, preparing for the scroll to the top.
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const successA = this.setCursor(0);
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// Then, adjust the scroll to display the topmost elements of the menu.
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const successB = this.setScrollCursor(0);
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success = successA && successB; // success is just there to play the little validation sound effect
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success = this.setCursor(this.cursor + 1);
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}
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} else if (this.scene.gameMode.challenges.length < rowsToDisplay && this.cursor === this.scene.gameMode.challenges.length - 1) {
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// When at the bottom of a non-scrolling menu and pressing DOWN, move to the topmost item.
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success = this.setCursor(0);
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} else {
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success = this.setCursor(this.cursor + 1);
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if (success) {
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this.updateText();
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}
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break;
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case Button.LEFT:
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// Moves the option cursor left, if possible.
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success = this.getActiveChallenge().decreaseValue();
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if (success) {
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this.updateText();
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}
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break;
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case Button.RIGHT:
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// Moves the option cursor right, if possible.
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success = this.getActiveChallenge().increaseValue();
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if (success) {
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this.updateText();
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}
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break;
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}
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if (success) {
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this.updateText();
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}
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break;
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case Button.LEFT:
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// Moves the option cursor left, if possible.
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success = this.getActiveChallenge().decreaseValue();
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if (success) {
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this.updateText();
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}
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break;
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case Button.RIGHT:
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// Moves the option cursor right, if possible.
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success = this.getActiveChallenge().increaseValue();
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if (success) {
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this.updateText();
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}
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break;
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}
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}
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@ -350,7 +370,6 @@ export default class GameChallengesUiHandler extends UiHandler {
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if (success) {
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ui.playSelect();
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}
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return success;
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}
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