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* TS: enable strict-null * fix battle-scene.ts * fix voucher.ts * adapt more files to strict-null * adapt more files to strict-null ( 2) * adapt ability.ts to strict-null * adapt `arena.ts` to strict-null * adapt TagAddedEvent constructor to strict-null * adapt phases.ts.to strict-null * adapt status-effect.ts to strict-null * adapt `account.ts` to strict-null * adapt `configHandler.ts` to strict-null * adapt `ability.ts` to strict-null * adapt `biomes.ts` to strict-null * adapt `challenge.ts` to strict-null * adapt `daily-run.ts` to strict-null * adapt `nature.ts` to strict-null * adapt `pokemon-forms.ts` to strict-null * adapt `tainer-names.ts` to strict-null * adapt `types.ts` to strict-null * adapt `weather.ts` to strict-null * adapt `egg-hatch-phase.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `pokemon-sprite-sparkle-handler.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `game-mode.ts` to strict-null * adapt `utils.ts` to strict-null * adapt `voucher-ui-handler.ts` to strict-null * adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null * adapt `src/ui/ui.ts` to strict-null * adapt `src/ui/ui-theme.ts` to strict-null * adapt `src/ui/title-ui-handler.ts` to strict-null * adapt `src/ui/time-of-day-widget.ts` to strict-null * adapt `src/ui/text.ts` to strict-null * adapt `src/ui/target-select-ui-handler.ts` to strict-null * adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null * adapt more files to strict-null (3) * adapt more files to strict-null (4) * adapt more files (mostly tests) to strict-null (5) * adapt more files to strict-null (6) * adapt more files to strict-null (7) * Update `src/data/pokemon-evolutions.ts` for strict-null Partial update `src/data/pokemon-species.ts` for strict-null * adapt more files to strict-null (8) * adapt more files to strict-null (9) * Strict some more nulls (still a few errors remaining) * adapt rest of the files to strict-null (9) * fix tests (check for null instead of undefined) * repalce a lot of `??` with bangs And added TODO notice as usual * fix more tests * all tests pass now * fix broken game-loop after trainer battle add some console.warn for missing cases and falling back to default * remove guessed fallback from utils.rgbHexToRgba * add TODO for this.currentBattle = null * adjust getPokemonById() return to include `null` * fix compilation errors * add test for pokemon.trySetStatus * `chanceMultiplier` shouldn't be optional * allow `null` for currentPhase * adjust hasExpSprite logic for no keymatch found * reduce bang usage in account.updateUserInfo() * fix new strict-null issues after merge * fix `strict-null` issues in dropdown.ts and sand_spit.test.ts * fix egg-gacha * adapt gul_missile.test.ts to strict-null * fix move.ts strict-null * fix i18n.ts strict-null * fix strict-null issues * fix baton_pass test after accidentially breaking it * chore: fix compiler errors * revert accidential changes in baton_pass.test.ts --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
218 lines
4.7 KiB
TypeScript
218 lines
4.7 KiB
TypeScript
import { MockGameObject } from "../mockGameObject";
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import Sprite = Phaser.GameObjects.Sprite;
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import Frame = Phaser.Textures.Frame;
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import Phaser from "phaser";
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export default class MockSprite implements MockGameObject {
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private phaserSprite;
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public pipelineData;
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public texture;
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public key;
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public frame;
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public textureManager;
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public scene;
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public anims;
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public list: MockGameObject[] = [];
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constructor(textureManager, x, y, texture) {
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this.textureManager = textureManager;
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this.scene = textureManager.scene;
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// @ts-ignore
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Phaser.GameObjects.Sprite.prototype.setInteractive = this.setInteractive;
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// @ts-ignore
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Phaser.GameObjects.Sprite.prototype.setTexture = this.setTexture;
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Phaser.GameObjects.Sprite.prototype.setSizeToFrame = this.setSizeToFrame;
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Phaser.GameObjects.Sprite.prototype.setFrame = this.setFrame;
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// Phaser.GameObjects.Sprite.prototype.disable = this.disable;
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// Phaser.GameObjects.Sprite.prototype.texture = { frameTotal: 1, get: () => null };
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this.phaserSprite = new Phaser.GameObjects.Sprite(textureManager.scene, x, y, texture);
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this.pipelineData = {};
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this.texture = {
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key: texture || "",
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};
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this.anims = {
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pause: () => null,
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stop: () => null,
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};
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}
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setTexture(key: string, frame?: string | number) {
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return this;
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}
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setSizeToFrame(frame?: boolean | Frame): Sprite {
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return {} as Sprite;
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}
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setPipeline(obj) {
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// Sets the pipeline of this Game Object.
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return this.phaserSprite.setPipeline(obj);
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}
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off(event, callback, source) {
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}
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setTintFill(color) {
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// Sets the tint fill color.
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return this.phaserSprite.setTintFill(color);
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}
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setScale(scale) {
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return this.phaserSprite.setScale(scale);
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}
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setOrigin(x, y) {
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return this.phaserSprite.setOrigin(x, y);
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}
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setSize(width, height) {
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// Sets the size of this Game Object.
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return this.phaserSprite.setSize(width, height);
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}
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once(event, callback, source) {
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return this.phaserSprite.once(event, callback, source);
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}
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removeFromDisplayList() {
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// same as remove or destroy
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return this.phaserSprite.removeFromDisplayList();
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}
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addedToScene() {
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// This callback is invoked when this Game Object is added to a Scene.
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return this.phaserSprite.addedToScene();
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}
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setVisible(visible) {
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return this.phaserSprite.setVisible(visible);
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}
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setPosition(x, y) {
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return this.phaserSprite.setPosition(x, y);
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}
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setRotation(radians) {
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return this.phaserSprite.setRotation(radians);
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}
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stop() {
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return this.phaserSprite.stop();
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}
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setInteractive(hitArea, hitAreaCallback, dropZone) {
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return null;
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}
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on(event, callback, source) {
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return this.phaserSprite.on(event, callback, source);
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}
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setAlpha(alpha) {
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return this.phaserSprite.setAlpha(alpha);
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}
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setTint(color) {
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// Sets the tint of this Game Object.
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return this.phaserSprite.setTint(color);
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}
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setFrame(frame, updateSize?: boolean, updateOrigin?: boolean) {
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// Sets the frame this Game Object will use to render with.
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this.frame = frame;
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return frame;
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}
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setPositionRelative(source, x, y) {
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/// Sets the position of this Game Object to be a relative position from the source Game Object.
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return this.phaserSprite.setPositionRelative(source, x, y);
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}
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setY(y) {
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return this.phaserSprite.setY(y);
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}
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setCrop(x, y, width, height) {
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// Sets the crop size of this Game Object.
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return this.phaserSprite.setCrop(x, y, width, height);
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}
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clearTint() {
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// Clears any previously set tint.
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return this.phaserSprite.clearTint();
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}
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disableInteractive() {
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// Disables Interactive features of this Game Object.
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return null;
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}
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apply() {
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return this.phaserSprite.apply();
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}
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play() {
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// return this.phaserSprite.play();
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return this;
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}
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setPipelineData(key, value) {
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this.pipelineData[key] = value;
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}
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destroy() {
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return this.phaserSprite.destroy();
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}
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setName(name) {
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return this.phaserSprite.setName(name);
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}
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setAngle(angle) {
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return this.phaserSprite.setAngle(angle);
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}
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setMask() {
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}
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add(obj) {
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// Adds a child to this Game Object.
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this.list.push(obj);
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}
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removeAll() {
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// Removes all Game Objects from this Container.
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this.list = [];
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}
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addAt(obj, index) {
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// Adds a Game Object to this Container at the given index.
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this.list.splice(index, 0, obj);
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}
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remove(obj) {
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const index = this.list.indexOf(obj);
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if (index !== -1) {
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this.list.splice(index, 1);
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}
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}
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getIndex(obj) {
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const index = this.list.indexOf(obj);
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return index || -1;
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}
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getAt(index) {
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return this.list[index];
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}
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getAll() {
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return this.list;
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}
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}
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