import BattleScene from "./battle-scene"; import AwaitableUiHandler from "./ui/awaitable-ui-handler"; import { Mode } from "./ui/ui"; export enum Tutorial { Intro = "INTRO", Access_Menu = "ACCESS_MENU", Menu = "MENU", Starter_Select = "STARTER_SELECT", Select_Item = "SELECT_ITEM", Egg_Gacha = "EGG_GACHA" } const tutorialHandlers = { [Tutorial.Intro]: (scene: BattleScene) => { return new Promise(resolve => { scene.ui.showText(`Welcome to PokéRogue! This is a battle-focused Pokémon fangame with roguelite elements. $This game is not monetized and we claim no ownership of Pokémon nor of the copyrighted assets used. $The game is a work in progress, but fully playable.\nFor bug reports, please use the Discord community. $If the game runs slowly, please ensure 'Hardware Acceleration' is turned on in your browser settings.`, null, () => resolve(), null, true); }); }, [Tutorial.Access_Menu]: (scene: BattleScene) => { return new Promise(resolve => { if (scene.enableTouchControls) return resolve(); scene.showFieldOverlay(1000).then(() => scene.ui.showText(`To access the menu, press M or Escape while awaiting input.\nThe menu contains settings and various features.`, null, () => scene.hideFieldOverlay(1000).then(() => resolve()), null, true)); }); }, [Tutorial.Menu]: (scene: BattleScene) => { return new Promise(resolve => { scene.gameData.saveTutorialFlag(Tutorial.Access_Menu, true); scene.ui.showText(`From this menu you can access the settings. $From the settings you can change game speed, window style, and other options. $There are also various other features here, so be sure to check them all!`, null, () => scene.ui.showText('', null, () => resolve()), null, true); }); }, [Tutorial.Starter_Select]: (scene: BattleScene) => { return new Promise(resolve => { scene.ui.showText(`From this screen, you can select your starters.\nThese are your initial party members. $Each starter has a value. Your party can have up to\n6 members as long as the total does not exceed 10. $You can also select gender, ability, and form depending on\nthe variants you've caught or hatched. $The IVs for a species are also the best of every one you've\ncaught or hatched, so try to get lots of the same species!`, null, () => scene.ui.showText('', null, () => resolve()), null, true); }); }, [Tutorial.Select_Item]: (scene: BattleScene) => { return new Promise(resolve => { scene.ui.setModeWithoutClear(Mode.MESSAGE).then(() => { scene.ui.showText(`After every battle, you are given a choice of 3 random items.\nYou may only pick one. $These range from consumables, to Pokémon held items, to passive permanent items. $Most non-consumable item effects will stack in various ways. $Some items will only show up if they can be used, such as evolution items. $You can also transfer held items between Pokémon using the transfer option. $The transfer option will appear in the bottom right once you have obtained a held item. $You may purchase consumable items with money, and a larger variety will be available the further you get. $Be sure to buy these before you pick your random item, as it will progress to the next battle once you do.`, null, () => scene.ui.showText('', null, () => scene.ui.setModeWithoutClear(Mode.MODIFIER_SELECT).then(() => resolve())), null, true); }); }); }, [Tutorial.Egg_Gacha]: (scene: BattleScene) => { return new Promise(resolve => { scene.ui.showText(`From this screen, you can redeem your vouchers for\nPokémon eggs. $Eggs have to be hatched and get closer to hatching after\nevery battle. Rarer eggs take longer to hatch. $Hatched Pokémon also won't be added to your party, they will\nbe added to your starters. $Pokémon hatched from eggs generally have better IVs than\nwild Pokémon. $Some Pokémon can only even be obtained from eggs. $There are 3 different machines to pull from with different\nbonuses, so pick the one that suits you best!`, null, () => scene.ui.showText('', null, () => resolve()), null, true); }); }, }; export function handleTutorial(scene: BattleScene, tutorial: Tutorial): Promise { return new Promise(resolve => { if (!scene.enableTutorials) return resolve(false); if (scene.gameData.getTutorialFlags()[tutorial]) return resolve(false); const handler = scene.ui.getHandler(); if (handler instanceof AwaitableUiHandler) handler.tutorialActive = true; tutorialHandlers[tutorial](scene).then(() => { scene.gameData.saveTutorialFlag(tutorial, true); if (handler instanceof AwaitableUiHandler) handler.tutorialActive = false; resolve(true); }); }); }