Added Passives to the Summary Screen (#703)

* Added passives to the Summary Screen

Adds the ability to view passives on the Summary screen. Just like in the starter select, you can only see the passive once it is unlocked.

There is a small pixel button prompt which helps indicate you are able to press the button to view the passive. This buttons shows an A when gamepad support is enabled and a Z otherwise.

* Update summary-ui-handler.ts

* Updated for Legacy Support
This commit is contained in:
Benjamin Odom 2024-05-12 22:38:28 -05:00 committed by GitHub
parent 2b9b63e3f3
commit 9ee5fec41d
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GPG Key ID: B5690EEEBB952194
12 changed files with 100 additions and 31 deletions

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@ -100,6 +100,10 @@ export class LoadingScene extends SceneBase {
this.loadImage('summary_bg', 'ui'); this.loadImage('summary_bg', 'ui');
this.loadImage('summary_overlay_shiny', 'ui'); this.loadImage('summary_overlay_shiny', 'ui');
this.loadImage('summary_profile', 'ui'); this.loadImage('summary_profile', 'ui');
this.loadImage('summary_profile_prompt_z', 'ui') // The pixel Z button prompt
this.loadImage('summary_profile_prompt_a', 'ui'); // The pixel A button prompt
this.loadImage('summary_profile_ability', 'ui'); // Pixel text 'ABILITY'
this.loadImage('summary_profile_passive', 'ui'); // Pixel text 'PASSIVE'
this.loadImage('summary_status', 'ui'); this.loadImage('summary_status', 'ui');
this.loadImage('summary_stats', 'ui'); this.loadImage('summary_stats', 'ui');
this.loadImage('summary_stats_overlay_exp', 'ui'); this.loadImage('summary_stats_overlay_exp', 'ui');

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@ -20,6 +20,7 @@ import { loggedInUser } from "../account";
import { PlayerGender } from "../system/game-data"; import { PlayerGender } from "../system/game-data";
import { Variant, getVariantTint } from "#app/data/variant"; import { Variant, getVariantTint } from "#app/data/variant";
import {Button} from "../enums/buttons"; import {Button} from "../enums/buttons";
import { Ability } from "../data/ability.js";
enum Page { enum Page {
PROFILE, PROFILE,
@ -32,6 +33,18 @@ export enum SummaryUiMode {
LEARN_MOVE LEARN_MOVE
} }
/** Holds all objects related to an ability for each iteration */
interface abilityContainer {
/** An image displaying the summary label */
labelImage: Phaser.GameObjects.Image,
/** The ability object */
ability: Ability,
/** The text object displaying the name of the ability */
nameText: Phaser.GameObjects.Text,
/** The text object displaying the description of the ability */
descriptionText: Phaser.GameObjects.Text,
}
export default class SummaryUiHandler extends UiHandler { export default class SummaryUiHandler extends UiHandler {
private summaryUiMode: SummaryUiMode; private summaryUiMode: SummaryUiMode;
@ -54,6 +67,12 @@ export default class SummaryUiHandler extends UiHandler {
private championRibbon: Phaser.GameObjects.Image; private championRibbon: Phaser.GameObjects.Image;
private statusContainer: Phaser.GameObjects.Container; private statusContainer: Phaser.GameObjects.Container;
private status: Phaser.GameObjects.Image; private status: Phaser.GameObjects.Image;
/** The pixel button prompt indicating a passive is unlocked */
private abilityPrompt: Phaser.GameObjects.Image;
/** Object holding everything needed to display an ability */
private abilityContainer: abilityContainer;
/** Object holding everything needed to display a passive */
private passiveContainer: abilityContainer;
private summaryPageContainer: Phaser.GameObjects.Container; private summaryPageContainer: Phaser.GameObjects.Container;
private movesContainer: Phaser.GameObjects.Container; private movesContainer: Phaser.GameObjects.Container;
private moveDescriptionText: Phaser.GameObjects.Text; private moveDescriptionText: Phaser.GameObjects.Text;
@ -441,6 +460,17 @@ export default class SummaryUiHandler extends UiHandler {
this.showMoveSelect(); this.showMoveSelect();
success = true; success = true;
} }
// if we're on the PROFILE page and this pokemon has a passive unlocked..
else if (this.cursor === Page.PROFILE && this.pokemon.hasPassive()) {
// Since abilities are displayed by default, all we need to do is toggle visibility on all elements to show passives
this.abilityContainer.nameText.setVisible(!this.abilityContainer.descriptionText.visible);
this.abilityContainer.descriptionText.setVisible(!this.abilityContainer.descriptionText.visible);
this.abilityContainer.labelImage.setVisible(!this.abilityContainer.labelImage.visible);
this.passiveContainer.nameText.setVisible(!this.passiveContainer.descriptionText.visible);
this.passiveContainer.descriptionText.setVisible(!this.passiveContainer.descriptionText.visible);
this.passiveContainer.labelImage.setVisible(!this.passiveContainer.labelImage.visible);
}
} else if (button === Button.CANCEL) { } else if (button === Button.CANCEL) {
if (this.summaryUiMode === SummaryUiMode.LEARN_MOVE) if (this.summaryUiMode === SummaryUiMode.LEARN_MOVE)
this.hideMoveSelect(); this.hideMoveSelect();
@ -686,32 +716,62 @@ export default class SummaryUiHandler extends UiHandler {
profileContainer.add(luckText); profileContainer.add(luckText);
} }
const ability = this.pokemon.getAbility(true); this.abilityContainer = {
labelImage: this.scene.add.image(0, 0, 'summary_profile_ability'),
ability: this.pokemon.getAbility(true),
nameText: null,
descriptionText: null};
const abilityNameText = addTextObject(this.scene, 7, 66, ability.name, TextStyle.SUMMARY_ALT); const allAbilityInfo = [this.abilityContainer]; // Creates an array to iterate through
abilityNameText.setOrigin(0, 1); // Only add to the array and set up displaying a passive if it's unlocked
profileContainer.add(abilityNameText); if (this.pokemon.hasPassive()) {
this.passiveContainer = {
labelImage: this.scene.add.image(0, 0, 'summary_profile_passive'),
ability: this.pokemon.getPassiveAbility(),
nameText: null,
descriptionText: null};
allAbilityInfo.push(this.passiveContainer);
const abilityDescriptionText = addTextObject(this.scene, 7, 69, ability.description, TextStyle.WINDOW_ALT, { wordWrap: { width: 1224 } }); // Sets up the pixel button prompt image
abilityDescriptionText.setOrigin(0, 0); this.abilityPrompt = this.scene.add.image(0, 0, !this.scene.gamepadSupport ? 'summary_profile_prompt_z' : 'summary_profile_prompt_a');
profileContainer.add(abilityDescriptionText); this.abilityPrompt.setPosition(8, 43);
this.abilityPrompt.setVisible(true);
this.abilityPrompt.setOrigin(0, 0);
profileContainer.add(this.abilityPrompt);
}
const abilityDescriptionTextMaskRect = this.scene.make.graphics({}); allAbilityInfo.forEach(abilityInfo => {
abilityDescriptionTextMaskRect.setScale(6); abilityInfo.labelImage.setPosition(17, 43);
abilityDescriptionTextMaskRect.fillStyle(0xFFFFFF); abilityInfo.labelImage.setVisible(true);
abilityDescriptionTextMaskRect.beginPath(); abilityInfo.labelImage.setOrigin(0, 0);
abilityDescriptionTextMaskRect.fillRect(110, 90.5, 206, 31); profileContainer.add(abilityInfo.labelImage);
const abilityDescriptionTextMask = abilityDescriptionTextMaskRect.createGeometryMask(); abilityInfo.nameText = addTextObject(this.scene, 7, 66, abilityInfo.ability.name, TextStyle.SUMMARY_ALT);
abilityInfo.nameText.setOrigin(0, 1);
profileContainer.add(abilityInfo.nameText);
abilityDescriptionText.setMask(abilityDescriptionTextMask); abilityInfo.descriptionText = addTextObject(this.scene, 7, 69, abilityInfo.ability.description, TextStyle.WINDOW_ALT, { wordWrap: { width: 1224 } });
abilityInfo.descriptionText.setOrigin(0, 0);
profileContainer.add(abilityInfo.descriptionText);
const abilityDescriptionLineCount = Math.floor(abilityDescriptionText.displayHeight / 14.83); // Sets up the mask that hides the description text to give an illusion of scrolling
const descriptionTextMaskRect = this.scene.make.graphics({});
descriptionTextMaskRect.setScale(6);
descriptionTextMaskRect.fillStyle(0xFFFFFF);
descriptionTextMaskRect.beginPath();
descriptionTextMaskRect.fillRect(110, 90.5, 206, 31);
const abilityDescriptionTextMask = descriptionTextMaskRect.createGeometryMask();
abilityInfo.descriptionText.setMask(abilityDescriptionTextMask);
const abilityDescriptionLineCount = Math.floor(abilityInfo.descriptionText.displayHeight / 14.83);
// Animates the description text moving upwards
if (abilityDescriptionLineCount > 2) { if (abilityDescriptionLineCount > 2) {
abilityDescriptionText.setY(69); abilityInfo.descriptionText.setY(69);
this.descriptionScrollTween = this.scene.tweens.add({ this.descriptionScrollTween = this.scene.tweens.add({
targets: abilityDescriptionText, targets: abilityInfo.descriptionText,
delay: Utils.fixedInt(2000), delay: Utils.fixedInt(2000),
loop: -1, loop: -1,
hold: Utils.fixedInt(2000), hold: Utils.fixedInt(2000),
@ -719,6 +779,11 @@ export default class SummaryUiHandler extends UiHandler {
y: `-=${14.83 * (abilityDescriptionLineCount - 2)}` y: `-=${14.83 * (abilityDescriptionLineCount - 2)}`
}); });
} }
});
// Turn off visibility of passive info by default
this.passiveContainer?.labelImage.setVisible(false);
this.passiveContainer?.nameText.setVisible(false);
this.passiveContainer?.descriptionText.setVisible(false);
let memoString = `${getBBCodeFrag(Utils.toReadableString(Nature[this.pokemon.getNature()]), TextStyle.SUMMARY_RED)}${getBBCodeFrag(' nature,', TextStyle.WINDOW_ALT)}\n${getBBCodeFrag(`${this.pokemon.metBiome === -1 ? 'apparently ' : ''}met at Lv`, TextStyle.WINDOW_ALT)}${getBBCodeFrag(this.pokemon.metLevel.toString(), TextStyle.SUMMARY_RED)}${getBBCodeFrag(',', TextStyle.WINDOW_ALT)}\n${getBBCodeFrag(getBiomeName(this.pokemon.metBiome), TextStyle.SUMMARY_RED)}${getBBCodeFrag('.', TextStyle.WINDOW_ALT)}`; let memoString = `${getBBCodeFrag(Utils.toReadableString(Nature[this.pokemon.getNature()]), TextStyle.SUMMARY_RED)}${getBBCodeFrag(' nature,', TextStyle.WINDOW_ALT)}\n${getBBCodeFrag(`${this.pokemon.metBiome === -1 ? 'apparently ' : ''}met at Lv`, TextStyle.WINDOW_ALT)}${getBBCodeFrag(this.pokemon.metLevel.toString(), TextStyle.SUMMARY_RED)}${getBBCodeFrag(',', TextStyle.WINDOW_ALT)}\n${getBBCodeFrag(getBiomeName(this.pokemon.metBiome), TextStyle.SUMMARY_RED)}${getBBCodeFrag('.', TextStyle.WINDOW_ALT)}`;