Updated Logic when Animating Trainer Sprites (#1016)

Updated the check in place when attempting to play a trainer sprite. Separated it into a separate function to reduce reusing code and to make it easier to exit early when failures occur.
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Benjamin Odom 2024-05-17 12:37:38 -05:00 committed by GitHub
parent 04a345a6cc
commit 6880c7afe0
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@ -370,6 +370,34 @@ export default class Trainer extends Phaser.GameObjects.Container {
this.getTintSprites().map((tintSprite, i) => tintSprite.setTexture(this.getKey(!!i)).setFrame(0)); this.getTintSprites().map((tintSprite, i) => tintSprite.setTexture(this.getKey(!!i)).setFrame(0));
} }
/**
* Attempts to animate a given set of {@linkcode Phaser.GameObjects.Sprite}
* @see {@linkcode Phaser.GameObjects.Sprite.play}
* @param sprite {@linkcode Phaser.GameObjects.Sprite} to animate
* @param tintSprite {@linkcode Phaser.GameObjects.Sprite} placed on top of the sprite to add a color tint
* @param animConfig {@linkcode Phaser.Types.Animations.PlayAnimationConfig} to pass to {@linkcode Phaser.GameObjects.Sprite.play}
* @returns true if the sprite was able to be animated
*/
tryPlaySprite(sprite: Phaser.GameObjects.Sprite, tintSprite: Phaser.GameObjects.Sprite, animConfig: Phaser.Types.Animations.PlayAnimationConfig): boolean {
// Show an error in the console if there isn't a texture loaded
if (sprite.texture.key === '__MISSING') {
console.error(`No texture found for '${animConfig.key}'!`);
return false;
}
// Don't try to play an animation when there isn't one
if (sprite.texture.frameTotal <= 1) {
console.warn(`No animation found for '${animConfig.key}'. Is this intentional?`);
return false;
}
sprite.play(animConfig);
tintSprite.play(animConfig);
return true;
}
playAnim(): void { playAnim(): void {
const trainerAnimConfig = { const trainerAnimConfig = {
key: this.getKey(), key: this.getKey(),
@ -379,14 +407,9 @@ export default class Trainer extends Phaser.GameObjects.Container {
const sprites = this.getSprites(); const sprites = this.getSprites();
const tintSprites = this.getTintSprites(); const tintSprites = this.getTintSprites();
// Don't try to play an animation when there isn't one this.tryPlaySprite(sprites[0], tintSprites[0], trainerAnimConfig);
if (sprites.length > 1) {
sprites[0].play(trainerAnimConfig);
tintSprites[0].play(trainerAnimConfig);
}
else
console.warn(`No animation found for '${this.getKey()}'. Is this intentional?`);
// Queue an animation for the second trainer if this is a double battle against two separate trainers
if (this.variant === TrainerVariant.DOUBLE && !this.config.doubleOnly) { if (this.variant === TrainerVariant.DOUBLE && !this.config.doubleOnly) {
const partnerTrainerAnimConfig = { const partnerTrainerAnimConfig = {
key: this.getKey(true), key: this.getKey(true),
@ -394,13 +417,7 @@ export default class Trainer extends Phaser.GameObjects.Container {
startFrame: 0 startFrame: 0
}; };
// Don't try to play an animation when there isn't one this.tryPlaySprite(sprites[1], tintSprites[1], partnerTrainerAnimConfig);
if (sprites.length > 1) {
sprites[1].play(partnerTrainerAnimConfig);
tintSprites[1].play(partnerTrainerAnimConfig);
}
else
console.warn(`No animation found for '${this.getKey()}'. Is this intentional?`);
} }
} }