import { CommandPhase } from "../battle-phase"; import BattleScene from "../battle-scene"; import { addTextObject, TextStyle } from "../text"; import { Command } from "./command-ui-handler"; import BattleMessageUiHandler from "./battle-message-ui-handler"; import UI, { Mode } from "./ui"; import UiHandler from "./uiHandler"; export default class FightUiHandler extends UiHandler { private movesContainer: Phaser.GameObjects.Container; private cursorObj: Phaser.GameObjects.Image; constructor(scene: BattleScene) { super(scene, Mode.FIGHT); } setup() { const ui = this.getUi(); const movesContainer = this.scene.add.container(18, -38.7); ui.add(movesContainer); this.movesContainer = movesContainer; } show(args: any[]) { super.show(args); const messageHandler = this.getUi().getMessageHandler(); messageHandler.bg.setTexture('bg_fight'); this.setCursor(this.cursor); this.displayMoves(); } processInput(keyCode: integer) { const ui = this.getUi(); const keyCodes = Phaser.Input.Keyboard.KeyCodes; let success = false; if (keyCode === keyCodes.X || keyCode === keyCodes.Z) { if (keyCode === keyCodes.Z) { if (((this.scene as BattleScene).getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, this.cursor)) success = true; } else { ui.setMode(Mode.COMMAND); success = true; } } else { switch (keyCode) { case keyCodes.UP: if (this.cursor >= 2) success = this.setCursor(this.cursor - 2); break; case keyCodes.DOWN: if (this.cursor < 2) success = this.setCursor(this.cursor + 2); break; case keyCodes.LEFT: if (this.cursor % 2 === 1) success = this.setCursor(this.cursor - 1); break; case keyCodes.RIGHT: if (this.cursor % 2 === 0) success = this.setCursor(this.cursor + 1); break; } } if (success) ui.playSelect(); } setCursor(cursor: integer): boolean { const ui = this.getUi(); const ret = super.setCursor(cursor); if (!this.cursorObj) { this.cursorObj = this.scene.add.image(0, 0, 'cursor'); ui.add(this.cursorObj); } this.cursorObj.setPosition(13 + (cursor % 2 === 1 ? 100 : 0), -31 + (cursor >= 2 ? 15 : 0)); return ret; } displayMoves() { const moveset = (this.scene as BattleScene).getPlayerPokemon().moveset; for (let m = 0; m < 4; m++) { const moveText = addTextObject(this.scene, m % 2 === 0 ? 0 : 100, m < 2 ? 0 : 16, '-', TextStyle.WINDOW); if (m < moveset.length) moveText.setText(moveset[m].getName()); this.movesContainer.add(moveText); } } clear() { super.clear(); this.clearMoves(); this.eraseCursor(); } clearMoves() { this.movesContainer.removeAll(true); } eraseCursor() { if (this.cursorObj) this.cursorObj.destroy(); this.cursorObj = null; } }