mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2025-03-10 03:48:27 +00:00
* add .github/workflows/mystery-event.yml * update mystery-event.yml * mystery encounters: resolve review comments: Lost at Sea: -fix typo in handlePokemonGuidingYouPhase function Mysterious Chest: - remove obsolete commented code mystery-encounter.ts - remove unused `onDone` field from MysteryEncounterBuilder * fix typo in CanLearnMoveRequirementOptions * remove redundance from Pokemon.isAllowedInBattle() * chore: jsdoc formatting * fix lost-at-sea tests * add fallback for biomeMysteryEncounters if empty * lost-at-sea-encounter: fix and extend tests * move "battle:fainted" into `koPlayerPokemon` * add retries to quick-draw tests * fix lost-at-sea-encounter tests * clean up battle animation logic * Update and rename mystery-event.yml to mystery-events.yml * Update mystery-events.yml * Fix typo * Update mystery-events.yml Fix debug runs * clean up unit tests and utils * attach github issues to all encounter jsdocs * start dialogue refactor * update sleeping snorlax encounter * migrate encounters dialogue to new format * cleanup and add jsdocs * finish fiery fallout encounter * fix unit test breaks * add skeleton tests to fiery fallout * commit latest test changes * finish unit tests for fiery fallout * bug fix for empty modifier shop * stash working changes * stash changes * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/test/utils/overridesHelper.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Update src/data/battle-anims.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * nit updates and cleanup * Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * add jsdocs and more cleanup * add more jsdoc * add the strong stuff encounter * add the strong stuff encounter and more unit tests * cleanup container length checks in ME ui * add retries to tests * add retries to tests * fix trainer wave disable override * add shuckle juice modifier * add dialogue bug fixes * add dialogue bug fixes * add pokemon salesman encounter and affects pokedex UI display * add unit tests for pokemon salesman * temp stash * add offer you can't refuse * add unit tests for offer you can't refuse encounter * remove unnecessary prompt handlers * add tests for disabled encounter options * add delibird-y encounter * add delibird-y encounter * add absolute avarice encounter * finish absolute avarice encounter * add unit tests and enhancements for item overrides in tests * fix unit test * cleanup absolute avarice PR * small bug fixes with latest sync from main * update visuals loading for safari and stat trainer visuals * update visuals loading for safari and stat trainer visuals * update a trainer's test encounter and add unit tests * add Trash to Treasure encounter * clean up trash to treasure encounter * clean up trash to treasure encounter * add berries abound encounter * start clowning around encounter * first implementation pass at clowning around * add unit tests for clowning around * add unit tests for clowning around * clean up ME unit tests * clean up unit tests * update unit tests * add part timer and dancing lessons encounters * add unit tests for Dancing Lessons and Part-Timer * reordered biome list and adjusted redirection for project and labels * Add Weird Dream encounter and slight reworks to Berries Abound/Fight or Flight * adjusting yml to match new labels * fix yml whoopsie * Expanded 'Weird Dream' banlist and fixed a bug with the BST bump range * adds Winstrate Challenge mystery encounter * small cleanup for winstrates * add unit tests for Winstrate Challenge * fix pokemon not returning after winstrate battle * commit latest beta merge updates * fix ME null checks and unit tests with beta update * fix ME null checks and unit tests with beta update * MEs to pokerogue beta branch * test dialogue changes * test patch fix * test patch fix * test patch fix * adds teleporting hijinks encounter * add unit tests for Teleporting Hijinks * small change to teleporting hijinks dialogue * migrate ME translations to json * add retries to berries-abound.Option1: should reward the player with X berries based on wave * add missing ME dialogue back in * revert template changes * add ME unique trainer dialogue to both dialogue jsons * fix hanging comma in json * fix broken imports * resolve lint issues * fix flaky test * balance tweaks to a few MEs, updates to bug superfan * add unit tests for Bug-Type Superfan and clean up dialogue * Adds Fun and Games mystery encounter * add unit tests for Fun and Games encounter * update jsdoc * small ME balance changes * small ME balance changes * Adds Uncommon Breed ME and misc. ME bug fixes * Update getFinalSessionData() to collect Mystery Encounter data * adds GTS encounter * various ME bug fixes and balance changes * latest ME bug fixes * clean up GTS Encounter and add unit tests * small cleanup to MEs branch * add BGM music names for ME music * bug fixes and balance changes for MEs * ME data schema updates * balance changes and bug fixes to MEs * balance changes and bug fixes to MEs * update tests for MEs * add jsdoc to party exp function * dialogue updates and test fixes for MEs * dialogue updates and test fixes for MEs * PR suggestions and fixees * stash PR feedback and bugfixes * fix all tests for MEs and cleanup * PR feedback * update flaky ME test * update tests, bug fix MEs, and sprite assets * remove unintentional console log * re-enable stubbed function for Phaser text styling * handle undefined introVisuals properly * PR feedback from NightKev * disable Uncommon Breed tests * locales updates and bug fixes for safari zone * more PR feedback and update field trip with Rarer Candy * fix unit test * Change how reroll button gets disabled in Modifier Shop Phase * update continue button text logic * Update src/ui/modifier-select-ui-handler.ts Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> * fix money formatting and some nits * more nits * more nits * update ME tsdocs with links * update ME tsdocs with links --------- Co-authored-by: Felix Staud <felix.staud@headwire.com> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: ImperialSympathizer <imperialsympathizer@gmail.com> Co-authored-by: InnocentGameDev <asdargmng@gmail.com> Co-authored-by: Mumble <171087428+frutescens@users.noreply.github.com>
302 lines
7.1 KiB
TypeScript
302 lines
7.1 KiB
TypeScript
import UI from "#app/ui/ui";
|
|
import { MockGameObject } from "../mockGameObject";
|
|
|
|
export default class MockText implements MockGameObject {
|
|
private phaserText;
|
|
private wordWrapWidth;
|
|
private splitRegExp;
|
|
private scene;
|
|
private textureManager;
|
|
public list: MockGameObject[] = [];
|
|
public style;
|
|
public text = "";
|
|
public name: string;
|
|
public color?: string;
|
|
|
|
constructor(textureManager, x, y, content, styleOptions) {
|
|
this.scene = textureManager.scene;
|
|
this.textureManager = textureManager;
|
|
this.style = {};
|
|
// Phaser.GameObjects.TextStyle.prototype.setStyle = () => this;
|
|
// Phaser.GameObjects.Text.prototype.updateText = () => null;
|
|
// Phaser.Textures.TextureManager.prototype.addCanvas = () => {};
|
|
UI.prototype.showText = this.showText;
|
|
UI.prototype.showDialogue = this.showDialogue;
|
|
this.text = "";
|
|
this.phaserText = "";
|
|
// super(scene, x, y);
|
|
// this.phaserText = new Phaser.GameObjects.Text(scene, x, y, content, styleOptions);
|
|
}
|
|
|
|
runWordWrap(text) {
|
|
if (!text) {
|
|
return "";
|
|
}
|
|
let result = "";
|
|
this.splitRegExp = /(?:\r\n|\r|\n)/;
|
|
const lines = text.split(this.splitRegExp);
|
|
const lastLineIndex = lines.length - 1;
|
|
const whiteSpaceWidth = 2;
|
|
|
|
for (let i = 0; i <= lastLineIndex; i++) {
|
|
let spaceLeft = this.wordWrapWidth;
|
|
const words = lines[i].split(" ");
|
|
const lastWordIndex = words.length - 1;
|
|
|
|
for (let j = 0; j <= lastWordIndex; j++) {
|
|
const word = words[j];
|
|
const wordWidth = word.length * 2;
|
|
let wordWidthWithSpace = wordWidth;
|
|
|
|
if (j < lastWordIndex) {
|
|
wordWidthWithSpace += whiteSpaceWidth;
|
|
}
|
|
|
|
if (wordWidthWithSpace > spaceLeft) {
|
|
// Skip printing the newline if it's the first word of the line that is greater
|
|
// than the word wrap width.
|
|
if (j > 0) {
|
|
result += "\n";
|
|
spaceLeft = this.wordWrapWidth;
|
|
}
|
|
}
|
|
|
|
result += word;
|
|
|
|
if (j < lastWordIndex) {
|
|
result += " ";
|
|
spaceLeft -= wordWidthWithSpace;
|
|
} else {
|
|
spaceLeft -= wordWidth;
|
|
}
|
|
}
|
|
|
|
if (i < lastLineIndex) {
|
|
result += "\n";
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
showText(text: string, delay?: integer | null, callback?: Function | null, callbackDelay?: integer | null, prompt?: boolean | null, promptDelay?: integer | null) {
|
|
this.scene.messageWrapper.showText(text, delay, callback, callbackDelay, prompt, promptDelay);
|
|
if (callback) {
|
|
callback();
|
|
}
|
|
}
|
|
|
|
showDialogue(keyOrText: string, name: string | undefined, delay: integer | null = 0, callback: Function, callbackDelay?: integer, promptDelay?: integer) {
|
|
this.scene.messageWrapper.showDialogue(keyOrText, name, delay, callback, callbackDelay, promptDelay);
|
|
if (callback) {
|
|
callback();
|
|
}
|
|
}
|
|
|
|
setScale(scale) {
|
|
// return this.phaserText.setScale(scale);
|
|
}
|
|
|
|
setShadow(shadowXpos, shadowYpos, shadowColor) {
|
|
// Sets the shadow settings for this Game Object.
|
|
// return this.phaserText.setShadow(shadowXpos, shadowYpos, shadowColor);
|
|
}
|
|
|
|
setLineSpacing(lineSpacing) {
|
|
// Sets the line spacing value of this Game Object.
|
|
// return this.phaserText.setLineSpacing(lineSpacing);
|
|
}
|
|
|
|
setOrigin(x, y) {
|
|
// return this.phaserText.setOrigin(x, y);
|
|
}
|
|
|
|
once(event, callback, source) {
|
|
// return this.phaserText.once(event, callback, source);
|
|
}
|
|
|
|
off(event, callback, obj) {
|
|
}
|
|
|
|
removedFromScene() {
|
|
|
|
}
|
|
|
|
addToDisplayList() {
|
|
|
|
}
|
|
|
|
setStroke(color, thickness) {
|
|
// Sets the stroke color and thickness.
|
|
// return this.phaserText.setStroke(color, thickness);
|
|
}
|
|
|
|
removeFromDisplayList() {
|
|
// same as remove or destroy
|
|
// return this.phaserText.removeFromDisplayList();
|
|
}
|
|
|
|
addedToScene() {
|
|
// This callback is invoked when this Game Object is added to a Scene.
|
|
// return this.phaserText.addedToScene();
|
|
}
|
|
|
|
setVisible(visible) {
|
|
// return this.phaserText.setVisible(visible);
|
|
}
|
|
|
|
setY(y) {
|
|
// return this.phaserText.setY(y);
|
|
}
|
|
|
|
setX(x) {
|
|
// return this.phaserText.setX(x);
|
|
}
|
|
|
|
/**
|
|
* Sets the position of this Game Object.
|
|
* @param x The x position of this Game Object. Default 0.
|
|
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x.
|
|
* @param z The z position of this Game Object. Default 0.
|
|
* @param w The w position of this Game Object. Default 0.
|
|
*/
|
|
setPosition(x?: number, y?: number, z?: number, w?: number) { }
|
|
|
|
setText(text) {
|
|
// Sets the text this Game Object will display.
|
|
// return this.phaserText.setText\(text);
|
|
this.text = text;
|
|
}
|
|
|
|
setAngle(angle) {
|
|
// Sets the angle of this Game Object.
|
|
// return this.phaserText.setAngle(angle);
|
|
}
|
|
|
|
setPositionRelative(source, x, y) {
|
|
/// Sets the position of this Game Object to be a relative position from the source Game Object.
|
|
// return this.phaserText.setPositionRelative(source, x, y);
|
|
}
|
|
|
|
setShadowOffset(offsetX, offsetY) {
|
|
// Sets the shadow offset values.
|
|
// return this.phaserText.setShadowOffset(offsetX, offsetY);
|
|
}
|
|
|
|
setWordWrapWidth(width) {
|
|
// Sets the width (in pixels) to use for wrapping lines.
|
|
this.wordWrapWidth = width;
|
|
}
|
|
|
|
setFontSize(fontSize) {
|
|
// Sets the font size of this Game Object.
|
|
// return this.phaserText.setFontSize(fontSize);
|
|
}
|
|
|
|
getBounds() {
|
|
// return this.phaserText.getBounds();
|
|
return {
|
|
width: 1,
|
|
};
|
|
}
|
|
|
|
setColor(color: string) {
|
|
this.color = color;
|
|
}
|
|
|
|
setInteractive = () => null;
|
|
|
|
setShadowColor(color) {
|
|
// Sets the shadow color.
|
|
// return this.phaserText.setShadowColor(color);
|
|
}
|
|
|
|
setTint(color) {
|
|
// Sets the tint of this Game Object.
|
|
// return this.phaserText.setTint(color);
|
|
}
|
|
|
|
setStrokeStyle(thickness, color) {
|
|
// Sets the stroke style for the graphics.
|
|
// return this.phaserText.setStrokeStyle(thickness, color);
|
|
}
|
|
|
|
destroy() {
|
|
// return this.phaserText.destroy();
|
|
this.list = [];
|
|
}
|
|
|
|
setAlpha(alpha) {
|
|
// return this.phaserText.setAlpha(alpha);
|
|
}
|
|
|
|
setName(name: string) {
|
|
this.name = name;
|
|
}
|
|
|
|
setAlign(align) {
|
|
// return this.phaserText.setAlign(align);
|
|
}
|
|
|
|
setMask() {
|
|
/// Sets the mask that this Game Object will use to render with.
|
|
}
|
|
|
|
getBottomLeft() {
|
|
return {
|
|
x: 0,
|
|
y: 0,
|
|
};
|
|
}
|
|
|
|
getTopLeft() {
|
|
return {
|
|
x: 0,
|
|
y: 0,
|
|
};
|
|
}
|
|
|
|
disableInteractive() {
|
|
// Disables interaction with this Game Object.
|
|
}
|
|
|
|
clearTint() {
|
|
// Clears tint on this Game Object.
|
|
}
|
|
|
|
add(obj) {
|
|
// Adds a child to this Game Object.
|
|
this.list.push(obj);
|
|
}
|
|
|
|
removeAll() {
|
|
// Removes all Game Objects from this Container.
|
|
this.list = [];
|
|
}
|
|
|
|
addAt(obj, index) {
|
|
// Adds a Game Object to this Container at the given index.
|
|
this.list.splice(index, 0, obj);
|
|
}
|
|
|
|
remove(obj) {
|
|
const index = this.list.indexOf(obj);
|
|
if (index !== -1) {
|
|
this.list.splice(index, 1);
|
|
}
|
|
}
|
|
|
|
getIndex(obj) {
|
|
const index = this.list.indexOf(obj);
|
|
return index || -1;
|
|
}
|
|
|
|
getAt(index) {
|
|
return this.list[index];
|
|
}
|
|
|
|
getAll() {
|
|
return this.list;
|
|
}
|
|
}
|