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Add female trainer and male rival
This commit is contained in:
parent
806c33d009
commit
e62bb6e225
4
package-lock.json
generated
4
package-lock.json
generated
@ -1,12 +1,12 @@
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{
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"name": "pokemon-rogue-battle",
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"version": "0.0.1",
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"version": "1.0.0",
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"lockfileVersion": 3,
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"requires": true,
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"packages": {
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"": {
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"name": "pokemon-rogue-battle",
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"version": "0.0.1",
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"version": "1.0.0",
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"dependencies": {
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"@material/material-color-utilities": "^0.2.7",
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"crypto-js": "^4.2.0",
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@ -1,7 +1,7 @@
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{
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"textures": [
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{
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"image": "rival.png",
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"image": "rosa.png",
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"format": "RGBA8888",
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"size": {
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"w": 267,
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Before Width: | Height: | Size: 5.2 KiB After Width: | Height: | Size: 5.2 KiB |
@ -44,11 +44,12 @@ import { EggHatchPhase } from "./egg-hatch-phase";
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import { Egg } from "./data/egg";
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import { vouchers } from "./system/voucher";
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import { loggedInUser, updateUserInfo } from "./account";
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import { GameDataType } from "./system/game-data";
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import { GameDataType, PlayerGender } from "./system/game-data";
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import { addPokeballCaptureStars, addPokeballOpenParticles } from "./anims";
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import { SpeciesFormChangeActiveTrigger, SpeciesFormChangeManualTrigger, SpeciesFormChangeMoveLearnedTrigger, SpeciesFormChangeMoveUsedTrigger } from "./data/pokemon-forms";
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import { battleSpecDialogue } from "./data/dialogue";
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import ModifierSelectUiHandler, { SHOP_OPTIONS_ROW_LIMIT } from "./ui/modifier-select-ui-handler";
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import { Setting } from "./system/settings";
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export class LoginPhase extends BattlePhase {
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private showText: boolean;
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@ -223,6 +224,39 @@ export class CheckLoadPhase extends BattlePhase {
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}
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}
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export class SelectGenderPhase extends BattlePhase {
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constructor(scene: BattleScene) {
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super(scene);
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}
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start(): void {
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super.start();
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this.scene.ui.showText('Are you a boy or a girl?', null, () => {
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this.scene.ui.setMode(Mode.OPTION_SELECT, {
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options: [
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{
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label: 'Boy',
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handler: () => {
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this.scene.gameData.gender = PlayerGender.MALE;
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this.scene.gameData.saveSetting(Setting.Player_Gender, 0);
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this.scene.gameData.saveSystem().then(() => this.end());
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}
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},
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{
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label: 'Girl',
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handler: () => {
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this.scene.gameData.gender = PlayerGender.FEMALE;
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this.scene.gameData.saveSetting(Setting.Player_Gender, 1);
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this.scene.gameData.saveSystem().then(() => this.end());
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}
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}
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]
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});
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});
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}
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}
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export class SelectStarterPhase extends BattlePhase {
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constructor(scene: BattleScene) {
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super(scene);
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@ -841,7 +875,7 @@ export class SummonPhase extends PartyMemberPokemonPhase {
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this.scene.ui.showText(`Go! ${this.getPokemon().name}!`);
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if (this.player)
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this.scene.pbTray.hide();
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this.scene.trainer.setTexture('trainer_m_back_pb');
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this.scene.trainer.setTexture(`trainer_${this.scene.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back_pb`);
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this.scene.time.delayedCall(562, () => {
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this.scene.trainer.setFrame('2');
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this.scene.time.delayedCall(64, () => {
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@ -1080,7 +1114,7 @@ export class ShowTrainerPhase extends BattlePhase {
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this.scene.trainer.setVisible(true)
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this.scene.trainer.setTexture('trainer_m_back');
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this.scene.trainer.setTexture(`trainer_${this.scene.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back`);
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this.scene.tweens.add({
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targets: this.scene.trainer,
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@ -3742,8 +3776,12 @@ export class ScanIvsPhase extends PokemonPhase {
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}
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export class TrainerMessageTestPhase extends BattlePhase {
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constructor(scene: BattleScene) {
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private trainerTypes: TrainerType[];
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constructor(scene: BattleScene, ...trainerTypes: TrainerType[]) {
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super(scene);
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this.trainerTypes = trainerTypes;
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}
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start() {
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@ -3752,7 +3790,10 @@ export class TrainerMessageTestPhase extends BattlePhase {
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let testMessages: string[] = [];
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for (let t of Object.keys(trainerConfigs)) {
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const config = trainerConfigs[parseInt(t)];
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const type = parseInt(t);
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if (this.trainerTypes.length && !this.trainerTypes.find(tt => tt === type as TrainerType))
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continue;
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const config = trainerConfigs[type];
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[ config.encounterMessages, config.femaleEncounterMessages, config.victoryMessages, config.femaleVictoryMessages, config.defeatMessages, config.femaleDefeatMessages ]
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.map(messages => {
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if (messages?.length)
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@ -1,6 +1,6 @@
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import Phaser from 'phaser';
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import UI, { Mode } from './ui/ui';
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import { EncounterPhase, SummonPhase, NextEncounterPhase, NewBiomeEncounterPhase, SelectBiomePhase, MessagePhase, CheckLoadPhase, TurnInitPhase, ReturnPhase, LevelCapPhase, TestMessagePhase, ShowTrainerPhase, TrainerMessageTestPhase, LoginPhase, ConsolidateDataPhase } from './battle-phases';
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import { EncounterPhase, SummonPhase, NextEncounterPhase, NewBiomeEncounterPhase, SelectBiomePhase, MessagePhase, CheckLoadPhase, TurnInitPhase, ReturnPhase, LevelCapPhase, TestMessagePhase, ShowTrainerPhase, TrainerMessageTestPhase, LoginPhase, ConsolidateDataPhase, SelectGenderPhase } from './battle-phases';
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import Pokemon, { PlayerPokemon, EnemyPokemon } from './pokemon';
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import PokemonSpecies, { PokemonSpeciesFilter, allSpecies, getPokemonSpecies, initSpecies, speciesStarters } from './data/pokemon-species';
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import * as Utils from './utils';
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@ -12,7 +12,7 @@ import { BattlePhase } from './battle-phase';
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import { initGameSpeed } from './system/game-speed';
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import { Biome } from "./data/enums/biome";
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import { Arena, ArenaBase, getBiomeHasProps, getBiomeKey } from './arena';
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import { GameData } from './system/game-data';
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import { GameData, PlayerGender } from './system/game-data';
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import StarterSelectUiHandler from './ui/starter-select-ui-handler';
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import { TextStyle, addTextObject } from './ui/text';
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import { Moves } from "./data/enums/moves";
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@ -521,7 +521,7 @@ export default class BattleScene extends Phaser.Scene {
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field.add(a);
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});
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const trainer = this.addFieldSprite(0, 0, 'trainer_m_back');
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const trainer = this.addFieldSprite(0, 0, `trainer_${this.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back`);
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trainer.setOrigin(0.5, 1);
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field.add(trainer);
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@ -570,6 +570,8 @@ export default class BattleScene extends Phaser.Scene {
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this.pushPhase(new LoginPhase(this));
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if (!bypassLogin)
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this.pushPhase(new ConsolidateDataPhase(this)); // TODO: Remove
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if (!this.gameData.gender)
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this.pushPhase(new SelectGenderPhase(this));
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this.pushPhase(new CheckLoadPhase(this));
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} else
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this.pushPhase(new EncounterPhase(this));
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@ -728,7 +730,7 @@ export default class BattleScene extends Phaser.Scene {
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[ this.arenaEnemy, this.arenaNextEnemy ].forEach(a => a.setPosition(-280, 0));
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this.arenaNextEnemy.setVisible(false);
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this.trainer.setTexture('trainer_m_back');
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this.trainer.setTexture(`trainer_${this.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back`);
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this.trainer.setPosition(406, 186);
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if (clearScene) {
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@ -8,6 +8,7 @@ import { Moves } from "./data/enums/moves";
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import { TrainerType } from "./data/enums/trainer-type";
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import { GameMode } from "./game-mode";
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import { BattleSpec } from "./enums/battle-spec";
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import { PlayerGender } from "./system/game-data";
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export enum BattleType {
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WILD,
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@ -231,15 +232,15 @@ export const fixedBattles: FixedBattleConfigs = {
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[5]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.YOUNGSTER, !!Utils.randSeedInt(2))),
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[8]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL, true)),
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL, scene.gameData.gender === PlayerGender.MALE)),
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[25]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_2, true)),
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_2, scene.gameData.gender === PlayerGender.MALE)),
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[55]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_3, true)),
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_3, scene.gameData.gender === PlayerGender.MALE)),
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[95]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_4, true)),
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_4, scene.gameData.gender === PlayerGender.MALE)),
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[145]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_5, true)),
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_5, scene.gameData.gender === PlayerGender.MALE)),
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[182]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
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.setGetTrainerFunc(getRandomTrainerFunc([ TrainerType.LORELEI, TrainerType.WILL, TrainerType.SIDNEY, TrainerType.AARON, TrainerType.SHAUNTAL, TrainerType.MALVA, [ TrainerType.HALA, TrainerType.MOLAYNE ], TrainerType.RIKA, TrainerType.CRISPIN ])),
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[184]: new FixedBattleConfig().setBattleType(BattleType.TRAINER).setSeedOffsetWave(182)
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@ -251,5 +252,5 @@ export const fixedBattles: FixedBattleConfigs = {
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[190]: new FixedBattleConfig().setBattleType(BattleType.TRAINER).setSeedOffsetWave(182)
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.setGetTrainerFunc(getRandomTrainerFunc([ TrainerType.BLUE, TrainerType.RED, TrainerType.LANCE_CHAMPION, TrainerType.STEVEN, TrainerType.WALLACE, TrainerType.CYNTHIA, TrainerType.ALDER, TrainerType.IRIS, TrainerType.DIANTHA, TrainerType.LEON, [ TrainerType.GEETA, TrainerType.NEMONA ], TrainerType.KIERAN ])),
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[195]: new FixedBattleConfig().setBattleType(BattleType.TRAINER)
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_6, true))
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.setGetTrainerFunc(scene => new Trainer(scene, TrainerType.RIVAL_6, scene.gameData.gender === PlayerGender.MALE))
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};
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@ -192,60 +192,141 @@ export const trainerTypeDialogue = {
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`Shall I loan you my outfit? It may help you battle!\nAhahaha, I jest!`
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]
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},
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[TrainerType.RIVAL]: {
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encounter: [
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`There you are! I've been looking everywhere for you!\nDid you forget to say goodbye to your best friend?
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$So you're finally pursuing your dream, huh?\nI knew you'd do it one day…
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$Anyway, I'll forgive you for forgetting me, but on one condition. You have to battle me!
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$You'd better give it your best! Wouldn't want your adventure to be over before it started, right?`
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],
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victory: [
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`You already have three Pokémon?!\nThat's not fair at all!
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$Just kidding! I lost fair and square, and now I know you'll do fine out there.
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$By the way, the professor wanted me to give you some items. Hopefully they're helpful!
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$Do your best like always! I believe in you!`
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]
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},
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[TrainerType.RIVAL_2]: {
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encounter: [
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`Oh, fancy meeting you here. Looks like you're still undefeated. Right on!
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$I know what you're thinking, and no, I wasn't following you. I just happened to be in the area.
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$I'm happy for you but I just want to let you know that it's OK to lose sometimes.
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$We learn from our mistakes, often more than we would if we kept succeeding.
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$In any case, I've been training hard for our rematch, so you'd better give it your all!`
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],
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victory: [
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`I… wasn't supposed to lose that time…`
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]
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},
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[TrainerType.RIVAL_3]: {
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encounter: [
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`Long time no see! Still haven't lost, huh.\nYou're starting to get on my nerves. Just kidding!
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$But really, I think it's about time you came home.\nYour family and friends miss you, you know.
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$I know your dream means a lot to you, but the reality is you're going to lose sooner or later.
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$And when you do, I'll be there for you like always.\nNow, let me show you how strong I've become!`
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],
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victory: [
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`After all that… it wasn't enough…?`
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]
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},
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[TrainerType.RIVAL_4]: {
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encounter: [
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`It's me! You didn't forget about me again did you?
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$You made it really far! I'm proud of you.\nBut it looks like it's the end of your journey.
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$You've awoken something in me I never knew was there.\nIt seems like all I do now is train.
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$I hardly even eat or sleep now, I just train my Pokémon all day, getting stronger every time.
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$And now, I've finally reached peak performance.\nI don't think anyone could beat me now.
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$And you know what? It's all because of you.\nI don't know whether to thank you or hate you.
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$Prepare yourself.`
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],
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victory: [
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`What…@d{64} what are you?`
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]
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},
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[TrainerType.RIVAL]: [
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{
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encounter: [
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`Hey, I was looking for you! I knew you were eager to get going but doesn't your best friend deserve a goodbye?
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$So you're finally pursuing your dream, huh?\nI knew you'd do it one day…
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$Since we're here, how about a battle?\nAfter all, I want to make sure you're ready.
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$Don't hold back, I want you to give me everything you've got!`
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],
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victory: [
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`Wow, I guess you really are ready, huh?\nI didn't stand a chance.
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$Now I know you'll have no problems out there.\nYou're a champion in the making.
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$By the way, the professor asked me to give you these items. They look pretty cool.
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$Good luck! I believe in you!`
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]
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},
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{
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encounter: [
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`There you are! I've been looking everywhere for you!\nDid you forget to say goodbye to your best friend?
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$So you're finally pursuing your dream, huh?\nI knew you'd do it one day…
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$Anyway, I'll forgive you for forgetting me, but on one condition. You have to battle me!
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$You'd better give it your best! Wouldn't want your adventure to be over before it started, right?`
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],
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victory: [
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`You just started and you're already this strong?!\nYou cheated, didn't you?
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$Just kidding! I lost fair and square, and now I know you'll do fine out there.
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$By the way, the professor wanted me to give you some items. Hopefully they're helpful!
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$Do your best like always! I believe in you!`
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]
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}
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],
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[TrainerType.RIVAL_2]: [
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{
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encounter: [
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`Oh, you're here too! Still a perfect record, huh? As I expected.
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$I know it kind of looks like I followed you here, but that's mostly not true.
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$Honestly though, I've been itching for a rematch since you beat me back at home.
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$I've been doing a lot of my own training so I'll definitely put up a fight this time.
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$Don't hold back, just like before! I'm ready now!`
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],
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victory: [
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`Oh. I guess I was overconfident.`
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]
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},
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{
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encounter: [
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`Oh, fancy meeting you here. Looks like you're still undefeated. Right on!
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$I know what you're thinking, and no, I wasn't following you. I just happened to be in the area.
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$I'm happy for you but I just want to let you know that it's OK to lose sometimes.
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$We learn from our mistakes, often more than we would if we kept succeeding.
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$In any case, I've been training hard for our rematch, so you'd better give it your all!`
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],
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victory: [
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`I… wasn't supposed to lose that time…`
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]
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}
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],
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[TrainerType.RIVAL_3]: [
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{
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encounter: [
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`Look who it is! It's been a while. You're… still undefeated? Huh.
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$I was sort of hoping otherwise.\nIt's not the same back home without you.
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$I know it's selfish, but I need to get this off my chest.\nI think you're in over your head here.
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$Never losing once is just unrealistic.\nWe need to lose sometimes in order to grow.
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$You've had a great run but there's still so much ahead, and it only gets harder. Are you prepared for that?
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$If so, prove it to me.`
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],
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victory: [
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`But… I've been training so much…\nHow are we still so far apart?`
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]
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},
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{
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encounter: [
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`Long time no see! Still haven't lost, huh.\nYou're starting to get on my nerves. Just kidding!
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$But really, I think it's about time you came home.\nYour family and friends miss you, you know.
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$I know your dream means a lot to you, but the reality is you're going to lose sooner or later.
|
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$And when you do, I'll be there for you like always.\nNow, let me show you how strong I've become!`
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],
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victory: [
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`After all that… it wasn't enough…?`
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]
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}
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],
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[TrainerType.RIVAL_4]: [
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{
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encounter: [
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`Hey.
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$I won't mince words. I'm here to win, and this time I will.
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$I've learned to maximize my potential by putting all my time into training.
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$You get a lot of extra time when you cut out the unnecessary sleep and social interaction.
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$None of that matters anymore, not until I win.
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$I've even reached the point where I don't lose anymore. Maybe your philosophy wasn't so wrong after all.
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$Prepare yourself.`
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],
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victory: [
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`What…@d{64} what are you?`
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]
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},
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{
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encounter: [
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`It's me! You didn't forget about me again did you?
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$You made it really far! I'm proud of you.\nBut it looks like it's the end of your journey.
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$You've awoken something in me I never knew was there.\nIt seems like all I do now is train.
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$I hardly even eat or sleep now, I just train my Pokémon all day, getting stronger every time.
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$And now, I've finally reached peak performance.\nI don't think anyone could beat me now.
|
||||
$And you know what? It's all because of you.\nI don't know whether to thank you or hate you.
|
||||
$Prepare yourself.`
|
||||
],
|
||||
victory: [
|
||||
`What…@d{64} what are you?`
|
||||
]
|
||||
}
|
||||
],
|
||||
[TrainerType.RIVAL_5]: {
|
||||
encounter: [ `…` ],
|
||||
victory: [ '…' ]
|
||||
},
|
||||
[TrainerType.RIVAL_6]: {
|
||||
encounter: [
|
||||
`We meet again.
|
||||
$I've had some time to reflect on all this.\nThere's a reason this all seems so strange.
|
||||
$Your dream, my drive to beat you…\nIt's all a part of something greater.
|
||||
$This isn't about me, or about you… This is about the world, and it's my purpose to push you to your limits.
|
||||
$Whether I've fulfilled that purpose I can't say, but I've done everything in my power.
|
||||
$Being in this dreadful place, I can see it now.\nThis is all the world's known for a long time now.
|
||||
$Those times we cherished together that seem so recent are nothing but a distant memory.
|
||||
$Who can say whether they were ever even real in the first place.
|
||||
$You need to keep pushing, because if you don't, it will never end. You're the only one who can do this.
|
||||
$I hardly know what any of this means, I just know that it's true.
|
||||
$If you can't defeat me here and now, you won't stand a chance.`
|
||||
],
|
||||
victory: [
|
||||
`It looks like my work is done here.
|
||||
$I want you to promise me one thing.\nAfter you heal the world, please come home.
|
||||
$…Thank you.`
|
||||
]
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -31,6 +31,12 @@ export enum GameDataType {
|
||||
SETTINGS
|
||||
}
|
||||
|
||||
export enum PlayerGender {
|
||||
UNSET,
|
||||
MALE,
|
||||
FEMALE
|
||||
}
|
||||
|
||||
export function getDataTypeKey(dataType: GameDataType): string {
|
||||
switch (dataType) {
|
||||
case GameDataType.SYSTEM:
|
||||
@ -45,6 +51,7 @@ export function getDataTypeKey(dataType: GameDataType): string {
|
||||
interface SystemSaveData {
|
||||
trainerId: integer;
|
||||
secretId: integer;
|
||||
gender: PlayerGender;
|
||||
dexData: DexData;
|
||||
gameStats: GameStats;
|
||||
unlocks: Unlocks;
|
||||
@ -136,6 +143,8 @@ export class GameData {
|
||||
|
||||
public trainerId: integer;
|
||||
public secretId: integer;
|
||||
|
||||
public gender: PlayerGender;
|
||||
|
||||
public dexData: DexData;
|
||||
private defaultDexData: DexData;
|
||||
@ -185,6 +194,7 @@ export class GameData {
|
||||
const data: SystemSaveData = {
|
||||
trainerId: this.trainerId,
|
||||
secretId: this.secretId,
|
||||
gender: this.gender,
|
||||
dexData: this.dexData,
|
||||
gameStats: this.gameStats,
|
||||
unlocks: this.unlocks,
|
||||
@ -239,6 +249,10 @@ export class GameData {
|
||||
this.trainerId = systemData.trainerId;
|
||||
this.secretId = systemData.secretId;
|
||||
|
||||
this.gender = systemData.gender;
|
||||
|
||||
this.saveSetting(Setting.Player_Gender, systemData.gender === PlayerGender.FEMALE ? 1 : 0);
|
||||
|
||||
if (systemData.gameStats)
|
||||
this.gameStats = systemData.gameStats;
|
||||
|
||||
|
@ -1,5 +1,6 @@
|
||||
import BattleScene from "../battle-scene";
|
||||
import { updateWindowType } from "../ui/window";
|
||||
import { PlayerGender } from "./game-data";
|
||||
|
||||
export enum Setting {
|
||||
Game_Speed = "GAME_SPEED",
|
||||
@ -8,6 +9,7 @@ export enum Setting {
|
||||
SE_Volume = "SE_VOLUME",
|
||||
Show_Stats_on_Level_Up = "SHOW_LEVEL_UP_STATS",
|
||||
Window_Type = "WINDOW_TYPE",
|
||||
Player_Gender = "PLAYER_GENDER",
|
||||
Touch_Controls = "TOUCH_CONTROLS",
|
||||
Vibration = "VIBRATION"
|
||||
}
|
||||
@ -27,6 +29,7 @@ export const settingOptions: SettingOptions = {
|
||||
[Setting.SE_Volume]: new Array(11).fill(null).map((_, i) => i ? (i * 10).toString() : 'Mute'),
|
||||
[Setting.Show_Stats_on_Level_Up]: [ 'Off', 'On' ],
|
||||
[Setting.Window_Type]: new Array(4).fill(null).map((_, i) => (i + 1).toString()),
|
||||
[Setting.Player_Gender]: [ 'Boy', 'Girl' ],
|
||||
[Setting.Touch_Controls]: [ 'Auto', 'Disabled' ],
|
||||
[Setting.Vibration]: [ 'Auto', 'Disabled' ]
|
||||
};
|
||||
@ -38,6 +41,7 @@ export const settingDefaults: SettingDefaults = {
|
||||
[Setting.SE_Volume]: 10,
|
||||
[Setting.Show_Stats_on_Level_Up]: 1,
|
||||
[Setting.Window_Type]: 0,
|
||||
[Setting.Player_Gender]: 0,
|
||||
[Setting.Touch_Controls]: 0,
|
||||
[Setting.Vibration]: 0
|
||||
};
|
||||
@ -65,6 +69,14 @@ export function setSetting(scene: BattleScene, setting: Setting, value: integer)
|
||||
case Setting.Window_Type:
|
||||
updateWindowType(scene, parseInt(settingOptions[setting][value]));
|
||||
break;
|
||||
case Setting.Player_Gender:
|
||||
if (scene.gameData) {
|
||||
const female = settingOptions[setting][value] === 'Girl';
|
||||
scene.gameData.gender = female ? PlayerGender.FEMALE : PlayerGender.MALE;
|
||||
scene.trainer.setTexture(scene.trainer.texture.key.replace(female ? 'm' : 'f', female ? 'f' : 'm'));
|
||||
} else
|
||||
return false;
|
||||
break;
|
||||
case Setting.Touch_Controls:
|
||||
scene.enableTouchControls = settingOptions[setting][value] !== 'Disabled' && hasTouchscreen();
|
||||
const touchControls = document.getElementById('touchControls');
|
||||
|
Loading…
Reference in New Issue
Block a user