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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>
94 lines
2.6 KiB
TypeScript
94 lines
2.6 KiB
TypeScript
import BattleScene from "../battle-scene";
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import {addTextObject, TextStyle} from "./text";
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import i18next from "i18next";
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import * as Utils from "#app/utils";
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const hiddenX = -150;
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const shownX = 0;
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const baseY = 0;
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export default class BgmBar extends Phaser.GameObjects.Container {
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private defaultWidth: number;
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private defaultHeight: number;
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private bg: Phaser.GameObjects.NineSlice;
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private musicText: Phaser.GameObjects.Text;
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public shown: boolean;
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constructor(scene: BattleScene) {
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super(scene, hiddenX, baseY);
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}
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setup(): void {
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this.defaultWidth = 230;
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this.defaultHeight = 100;
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this.bg = this.scene.add.nineslice(-5, -5, "bgm_bar", undefined, this.defaultWidth, this.defaultHeight, 0, 0, 10, 10);
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this.bg.setOrigin(0, 0);
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this.add(this.bg);
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this.musicText = addTextObject(this.scene, 5, 5, "", TextStyle.BGM_BAR);
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this.musicText.setOrigin(0, 0);
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this.musicText.setWordWrapWidth(650, true);
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this.add(this.musicText);
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this.setVisible(false);
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this.shown = false;
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}
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/*
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* Set the BGM Name to the BGM bar.
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* @param {string} bgmName The name of the BGM to set.
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*/
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setBgmToBgmBar(bgmName: string): void {
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this.musicText.setText(`${i18next.t("bgmName:music")}${this.getRealBgmName(bgmName)}`);
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this.musicText.width = this.bg.width - 20;
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this.musicText.setWordWrapWidth(this.defaultWidth * 4);
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this.bg.width = Math.min(this.defaultWidth, this.musicText.displayWidth + 23);
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this.bg.height = Math.min(this.defaultHeight, this.musicText.displayHeight + 20);
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(this.scene as BattleScene).fieldUI.bringToTop(this);
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this.y = baseY;
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}
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/*
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Show or hide the BGM bar.
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@param {boolean} visible Whether to show or hide the BGM bar.
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*/
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public toggleBgmBar(visible: boolean): void {
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/*
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Prevents the bar from being displayed if musicText is completely empty.
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This can be the case, for example, when the game's 1st music track takes a long time to reach the client,
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and the menu is opened before it is played.
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*/
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if (this.musicText.text === "") {
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this.setVisible(false);
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return;
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}
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if (!(this.scene as BattleScene).showBgmBar) {
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this.setVisible(false);
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return;
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}
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this.scene.tweens.add({
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targets: this,
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x: visible ? shownX : hiddenX,
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duration: 500,
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ease: "Sine.easeInOut",
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onComplete: () => {
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this.setVisible(true);
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}
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});
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}
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getRealBgmName(bgmName: string): string {
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return i18next.t([`bgmName:${bgmName}`, "bgmName:missing_entries"], {name: Utils.formatText(bgmName)});
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}
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}
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