Add run logic and forest background

This commit is contained in:
Flashfyre 2023-05-07 17:05:19 -04:00
parent fda8e6055a
commit 40e69789c8
6 changed files with 47 additions and 6 deletions

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@ -206,6 +206,7 @@ export class NextEncounterPhase extends EncounterPhase {
duration: 2000,
onComplete: () => {
this.scene.arenaEnemy.setX(this.scene.arenaNextEnemy.x);
this.scene.arenaEnemy.setAlpha(1);
this.scene.arenaNextEnemy.setX(this.scene.arenaNextEnemy.x - 300);
enemyPokemon.untint(100, 'Sine.easeOut');
enemyPokemon.cry();
@ -326,6 +327,7 @@ export class SwitchBiomePhase extends BattlePhase {
this.scene.arenaPlayer.setTexture(playerTexture);
this.scene.arenaPlayer.setAlpha(1);
this.scene.arenaEnemy.setTexture(enemyTexture);
this.scene.arenaEnemy.setAlpha(1);
this.scene.arenaNextEnemy.setTexture(enemyTexture);
this.scene.arenaBgTransition.setVisible(false);
this.scene.arenaPlayerTransition.setVisible(false);
@ -632,9 +634,8 @@ export class CommandPhase extends FieldPhase {
break;
case Command.BALL:
case Command.POKEMON:
return false;
case Command.RUN:
return true;
return false;
}
return this.isPlayerDelayed();
@ -695,6 +696,8 @@ export class CommandPhase extends FieldPhase {
}, null, true);
break;
case Command.RUN:
this.scene.unshiftPhase(new AttemptRunPhase(this.scene));
success = true;
//this.scene.unshiftPhase(new MoveAnimTestPhase(this.scene));
//success = true;
break;
@ -1420,19 +1423,21 @@ export class MessagePhase extends BattlePhase {
private text: string;
private callbackDelay: integer;
private prompt: boolean;
private promptDelay: integer;
constructor(scene: BattleScene, text: string, callbackDelay?: integer, prompt?: boolean) {
constructor(scene: BattleScene, text: string, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer) {
super(scene);
this.text = text;
this.callbackDelay = callbackDelay;
this.prompt = prompt;
this.promptDelay = promptDelay;
}
start() {
super.start();
this.scene.ui.showText(this.text, null, () => this.end(), this.callbackDelay || (this.prompt ? 0 : 1500), this.prompt);
this.scene.ui.showText(this.text, null, () => this.end(), this.callbackDelay || (this.prompt ? 0 : 1500), this.prompt, this.promptDelay);
}
end() {
@ -2102,6 +2107,41 @@ export class AttemptCapturePhase extends BattlePhase {
}
}
export class AttemptRunPhase extends BattlePhase {
constructor(scene: BattleScene) {
super(scene);
}
start() {
super.start();
const playerPokemon = this.scene.getPlayerPokemon();
const enemyPokemon = this.scene.getEnemyPokemon();
const escapeChance = (((playerPokemon.stats[Stat.SPD] * 128) / enemyPokemon.stats[Stat.SPD]) + (30 * this.scene.currentBattle.escapeAttempts++)) % 256;
if (Utils.randInt(256) < escapeChance) {
this.scene.sound.play('flee');
this.scene.queueMessage('You got away safely!', null, true, 500);
this.scene.tweens.add({
targets: [ this.scene.arenaEnemy, enemyPokemon ],
alpha: 0,
duration: 250,
ease: 'Sine.easeIn'
});
enemyPokemon.hp = 0;
this.scene.pushPhase(new BattleEndPhase(this.scene));
this.scene.newBattle();
} else
this.scene.queueMessage('You can\'t escape!', null, true);
this.end();
}
}
export class SelectModifierPhase extends BattlePhase {
constructor(scene: BattleScene) {
super(scene);

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@ -689,8 +689,8 @@ export default class BattleScene extends Phaser.Scene {
this.currentPhase.start();
}
queueMessage(message: string, callbackDelay?: integer, prompt?: boolean) {
this.unshiftPhase(new MessagePhase(this, message, callbackDelay, prompt));
queueMessage(message: string, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer) {
this.unshiftPhase(new MessagePhase(this, message, callbackDelay, prompt, promptDelay));
}
populatePhaseQueue(): void {

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@ -7,6 +7,7 @@ export class Battle {
public enemyPokemon: EnemyPokemon;
public turn: integer;
public playerParticipantIds: Set<integer> = new Set<integer>();
public escapeAttempts: integer = 0;
constructor(waveIndex: integer) {
this.waveIndex = waveIndex;