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cleanup and add jsdocs
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@ -103,6 +103,11 @@ export enum CommonAnim {
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LOCK_ON = 2120
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}
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/**
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* Animations used for Mystery Encounters
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* These are custom animations that may or may not work in any other circumstance
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* Use at your own risk
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*/
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export enum EncounterAnim {
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MAGMA_BG,
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MAGMA_SPOUT
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@ -520,9 +525,13 @@ export function initMoveAnim(scene: BattleScene, move: Moves): Promise<void> {
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});
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}
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export function initEncounterAnims(scene: BattleScene, anims: EncounterAnim | EncounterAnim[]): Promise<void> {
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/**
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* Fetches animation configs to be used in a Mystery Encounter
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* @param scene
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* @param anims - one or more animations to fetch
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*/
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export async function initEncounterAnims(scene: BattleScene, anims: EncounterAnim | EncounterAnim[]): Promise<void> {
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anims = anims instanceof Array ? anims : [anims];
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return new Promise(resolve => {
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const encounterAnimNames = Utils.getEnumKeys(EncounterAnim);
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const encounterAnimIds = Utils.getEnumValues(EncounterAnim);
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const encounterAnimFetches = [];
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@ -535,8 +544,7 @@ export function initEncounterAnims(scene: BattleScene, anims: EncounterAnim | En
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.then(response => response.json())
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.then(cas => encounterAnims.set(encounterAnimId, new AnimConfig(cas))));
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}
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Promise.allSettled(encounterAnimFetches).then(() => resolve());
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});
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await Promise.allSettled(encounterAnimFetches);
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}
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export function initMoveChargeAnim(scene: BattleScene, chargeAnim: ChargeAnim): Promise<void> {
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@ -593,10 +601,14 @@ export function loadCommonAnimAssets(scene: BattleScene, startLoad?: boolean): P
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});
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}
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export function loadEncounterAnimAssets(scene: BattleScene, startLoad?: boolean): Promise<void> {
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return new Promise(resolve => {
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loadAnimAssets(scene, Array.from(encounterAnims.values()), startLoad).then(() => resolve());
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});
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/**
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* Loads encounter animation assets to scene
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* MUST be called after [initEncounterAnims()](./battle-anims.ts) to load all required animations properly
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* @param scene
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* @param startLoad
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*/
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export async function loadEncounterAnimAssets(scene: BattleScene, startLoad?: boolean): Promise<void> {
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await loadAnimAssets(scene, Array.from(encounterAnims.values()), startLoad);
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}
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export function loadMoveAnimAssets(scene: BattleScene, moveIds: Moves[], startLoad?: boolean): Promise<void> {
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@ -19,6 +19,8 @@ import { getPokemonNameWithAffix } from "#app/messages";
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/** the i18n namespace for the encounter */
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const namespace = "mysteryEncounter:safariZone";
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const TRAINER_THROW_ANIMATION_TIMES = [512, 184, 768];
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/**
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* Safari Zone encounter.
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* @see {@link https://github.com/AsdarDevelops/PokeRogue-Events/issues/39 | GitHub Issue #39}
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@ -314,14 +316,14 @@ async function throwBait(scene: BattleScene, pokemon: EnemyPokemon): Promise<boo
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return new Promise(resolve => {
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scene.trainer.setTexture(`trainer_${scene.gameData.gender === PlayerGender.FEMALE ? "f" : "m"}_back_pb`);
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scene.time.delayedCall(512, () => {
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scene.time.delayedCall(TRAINER_THROW_ANIMATION_TIMES[0], () => {
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scene.playSound("pb_throw");
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// Trainer throw frames
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scene.trainer.setFrame("2");
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scene.time.delayedCall(184, () => {
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scene.time.delayedCall(TRAINER_THROW_ANIMATION_TIMES[1], () => {
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scene.trainer.setFrame("3");
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scene.time.delayedCall(768, () => {
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scene.time.delayedCall(TRAINER_THROW_ANIMATION_TIMES[2], () => {
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scene.trainer.setTexture(`trainer_${scene.gameData.gender === PlayerGender.FEMALE ? "f" : "m"}_back`);
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});
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});
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@ -380,14 +382,14 @@ async function throwMud(scene: BattleScene, pokemon: EnemyPokemon): Promise<bool
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return new Promise(resolve => {
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scene.trainer.setTexture(`trainer_${scene.gameData.gender === PlayerGender.FEMALE ? "f" : "m"}_back_pb`);
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scene.time.delayedCall(512, () => {
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scene.time.delayedCall(TRAINER_THROW_ANIMATION_TIMES[0], () => {
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scene.playSound("pb_throw");
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// Trainer throw frames
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scene.trainer.setFrame("2");
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scene.time.delayedCall(184, () => {
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scene.time.delayedCall(TRAINER_THROW_ANIMATION_TIMES[1], () => {
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scene.trainer.setFrame("3");
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scene.time.delayedCall(768, () => {
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scene.time.delayedCall(TRAINER_THROW_ANIMATION_TIMES[2], () => {
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scene.trainer.setTexture(`trainer_${scene.gameData.gender === PlayerGender.FEMALE ? "f" : "m"}_back`);
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});
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});
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@ -16,16 +16,16 @@ import { getPokemonSpecies } from "#app/data/pokemon-species";
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import { PartyHealPhase } from "#app/phases";
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/** i18n namespace for the encounter */
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const namespace = "mysteryEncounter:sleeping_snorlax";
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const namespace = "mysteryEncounter:slumberingSnorlax";
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/**
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* Sleeping Snorlax encounter.
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* @see {@link https://github.com/AsdarDevelops/PokeRogue-Events/issues/103 | GitHub Issue #103}
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* @see For biome requirements check [mysteryEncountersByBiome](../mystery-encounters.ts)
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*/
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export const SleepingSnorlaxEncounter: IMysteryEncounter =
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export const SlumberingSnorlaxEncounter: IMysteryEncounter =
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MysteryEncounterBuilder.withEncounterType(
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MysteryEncounterType.SLEEPING_SNORLAX
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MysteryEncounterType.SLUMBERING_SNORLAX
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)
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.withEncounterTier(MysteryEncounterTier.GREAT)
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.withSceneWaveRangeRequirement(10, 180) // waves 10 to 180
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@ -44,7 +44,7 @@ export const SleepingSnorlaxEncounter: IMysteryEncounter =
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])
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.withIntroDialogue([
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{
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text: `${namespace}_intro_message`,
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text: `${namespace}:intro`,
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},
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])
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.withOnInit((scene: BattleScene) => {
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@ -70,16 +70,16 @@ export const SleepingSnorlaxEncounter: IMysteryEncounter =
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return true;
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})
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.withTitle(`${namespace}_title`)
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.withDescription(`${namespace}_description`)
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.withQuery(`${namespace}_query`)
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.withTitle(`${namespace}:title`)
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.withDescription(`${namespace}:description`)
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.withQuery(`${namespace}:query`)
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.withSimpleOption(
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{
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buttonLabel: `${namespace}_option_1_label`,
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buttonTooltip: `${namespace}_option_1_tooltip`,
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buttonLabel: `${namespace}:option:1:label`,
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buttonTooltip: `${namespace}:option:1:tooltip`,
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selected: [
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{
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text: `${namespace}_option_1_selected_message`,
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text: `${namespace}:option:1:selected`,
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},
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],
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},
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@ -105,11 +105,11 @@ export const SleepingSnorlaxEncounter: IMysteryEncounter =
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)
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.withSimpleOption(
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{
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buttonLabel: `${namespace}_option_2_label`,
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buttonTooltip: `${namespace}_option_2_tooltip`,
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buttonLabel: `${namespace}:option:2:label`,
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buttonTooltip: `${namespace}:option:2:tooltip`,
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selected: [
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{
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text: `${namespace}_option_2_selected_message`,
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text: `${namespace}:option:2:selected`,
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},
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],
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},
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@ -117,7 +117,7 @@ export const SleepingSnorlaxEncounter: IMysteryEncounter =
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// Fall asleep waiting for Snorlax
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// Full heal party
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scene.unshiftPhase(new PartyHealPhase(scene, true));
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queueEncounterMessage(scene, `${namespace}_option_2_good_result`);
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queueEncounterMessage(scene, `${namespace}:option:2:rest_result`);
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leaveEncounterWithoutBattle(scene);
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}
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)
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@ -126,15 +126,19 @@ export const SleepingSnorlaxEncounter: IMysteryEncounter =
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.withOptionMode(EncounterOptionMode.DISABLED_OR_SPECIAL)
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.withPrimaryPokemonRequirement(new MoveRequirement(STEALING_MOVES))
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.withDialogue({
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buttonLabel: `${namespace}_option_3_label`,
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buttonTooltip: `${namespace}_option_3_tooltip`,
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disabledButtonTooltip: `${namespace}_option_3_disabled_tooltip`,
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buttonLabel: `${namespace}:option:3:label`,
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buttonTooltip: `${namespace}:option:3:tooltip`,
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disabledButtonTooltip: `${namespace}:option:3:disabled_tooltip`,
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selected: [
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{
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text: `${namespace}:option:3:selected`
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}
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]
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})
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.withOptionPhase(async (scene: BattleScene) => {
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// Steal the Snorlax's Leftovers
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const instance = scene.currentBattle.mysteryEncounter;
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setEncounterRewards(scene, { guaranteedModifierTypeFuncs: [modifierTypes.LEFTOVERS], fillRemaining: false });
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queueEncounterMessage(scene, `${namespace}_option_3_good_result`);
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// Snorlax exp to Pokemon that did the stealing
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setEncounterExp(scene, instance.primaryPokemon.id, getPokemonSpecies(Species.SNORLAX).baseExp);
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leaveEncounterWithoutBattle(scene);
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export const sleepingSnorlaxDialogue = {
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intro: "Wandering aimlessly through the sea, you've effectively gotten nowhere.",
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title: "Lost at Sea",
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description: "The sea is turbulent in this area, and you're running out of energy.\nThis is bad. Is there a way out of the situation?",
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export const slumberingSnorlaxDialogue = {
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intro: `As you walk down a narrow pathway, you see a towering silhouette blocking your path.
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$You get closer to see a Snorlax sleeping peacefully.\nIt seems like there's no way around it.`,
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title: "Slumbering Snorlax",
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description: "You could attack it to try and get it to move, or simply wait for it to wake up. Who knows how long that could take, though...",
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query: "What will you do?",
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option: {
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1: {
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label: "{{option1PrimaryName}} can help",
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label_disabled: "Can't {{option1RequiredMove}}",
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tooltip: "(+) {{option1PrimaryName}} saves you\n(+) {{option1PrimaryName}} gains some EXP",
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tooltip_disabled: "You have no Pokémon to {{option1RequiredMove}} on",
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selected: `{{option1PrimaryName}} swims ahead, guiding you back on track.
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\${{option1PrimaryName}} seems to also have gotten stronger in this time of need!`,
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label: "Battle it",
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tooltip: "(-) Fight Sleeping Snorlax\n(+) Special Reward",
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selected: "You approach the\nPokémon without fear.",
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},
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2: {
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label: "{{option2PrimaryName}} can help",
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label_disabled: "Can't {{option2RequiredMove}}",
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tooltip: "(+) {{option2PrimaryName}} saves you\n(+) {{option2PrimaryName}} gains some EXP",
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tooltip_disabled: "You have no Pokémon to {{option2RequiredMove}} with",
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selected: `{{option2PrimaryName}} flies ahead of your boat, guiding you back on track.
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\${{option2PrimaryName}} seems to also have gotten stronger in this time of need!`,
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label: "Wait for it to move",
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tooltip: "(-) Wait a Long Time\n(+) Recover Party",
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selected: `.@d{32}.@d{32}.@d{32}
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$You wait for a time, but the Snorlax's yawns make your party sleepy...`,
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rest_result: "When you all awaken, the Snorlax is no where to be found -\nbut your Pokémon are all healed!",
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},
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3: {
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label: "Wander aimlessly",
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tooltip: "(-) Each of your Pokémon lose {{damagePercentage}}% of their total HP",
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selected: `You float about in the boat, steering without direction until you finally spot a landmark you remember.
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$You and your Pokémon are fatigued from the whole ordeal.`,
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label: "Steal its item",
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tooltip: "(+) {{option3PrimaryName}} uses {{option3PrimaryMove}}\n(+) Special Reward",
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disabled_tooltip: "Your Pokémon need to know certain moves to choose this",
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selected: `Your {{option3PrimaryName}} uses {{option3PrimaryMove}}!
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$@s{item_fanfare}It steals Leftovers off the sleeping\nSnorlax and you make out like bandits!`,
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},
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},
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outro: "You are back on track."
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}
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};
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