mirror of
https://github.com/pagefaultgames/pokerogue.git
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197 lines
7.7 KiB
TypeScript
197 lines
7.7 KiB
TypeScript
import BattleScene, {InfoToggle} from "../battle-scene";
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import { TextStyle, addTextObject } from "./text";
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import { addWindow } from "./ui-theme";
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import * as Utils from "../utils";
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import Move, { MoveCategory } from "../data/move";
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import { Type } from "../data/type";
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import i18next from "i18next";
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export interface MoveInfoOverlaySettings {
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delayVisibility?: boolean; // if true, showing the overlay will only set it to active and populate the fields and the handler using this field has to manually call setVisible later.
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scale?:number; // scale the box? A scale of 0.5 is recommended
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top?: boolean; // should the effect box be on top?
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right?: boolean; // should the effect box be on the right?
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onSide?: boolean; // should the effect be on the side? ignores top argument if true
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//location and width of the component; unaffected by scaling
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x?: number;
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y?: number;
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width?: number; // default is always half the screen, regardless of scale
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}
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const EFF_HEIGHT = 46;
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const EFF_WIDTH = 82;
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const DESC_HEIGHT = 46;
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const BORDER = 8;
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const GLOBAL_SCALE = 6;
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export default class MoveInfoOverlay extends Phaser.GameObjects.Container implements InfoToggle {
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public active: boolean = false;
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private move: Move;
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private desc: Phaser.GameObjects.Text;
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private descScroll : Phaser.Tweens.Tween | null = null;
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private val: Phaser.GameObjects.Container;
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private pp: Phaser.GameObjects.Text;
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private pow: Phaser.GameObjects.Text;
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private acc: Phaser.GameObjects.Text;
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private typ: Phaser.GameObjects.Sprite;
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private cat: Phaser.GameObjects.Sprite;
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private options : MoveInfoOverlaySettings;
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constructor(scene: BattleScene, options?: MoveInfoOverlaySettings) {
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if (options?.onSide) {
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options.top = false;
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}
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super(scene, options?.x, options?.y);
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const scale = options?.scale || 1; // set up the scale
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this.setScale(scale);
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this.options = options || {};
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// prepare the description box
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const width = (options?.width || MoveInfoOverlay.getWidth(scale, scene)) / scale; // divide by scale as we always want this to be half a window wide
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const descBg = addWindow(scene, (options?.onSide && !options?.right ? EFF_WIDTH : 0), options?.top ? EFF_HEIGHT : 0, width - (options?.onSide ? EFF_WIDTH : 0), DESC_HEIGHT);
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descBg.setOrigin(0, 0);
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this.add(descBg);
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// set up the description; wordWrap uses true pixels, unaffected by any scaling, while other values are affected
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this.desc = addTextObject(scene, (options?.onSide && !options?.right ? EFF_WIDTH : 0) + BORDER, (options?.top ? EFF_HEIGHT : 0) + BORDER - 2, "", TextStyle.BATTLE_INFO, { wordWrap: { width: (width - (BORDER - 2) * 2 - (options?.onSide ? EFF_WIDTH : 0)) * GLOBAL_SCALE } });
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this.desc.setLineSpacing(i18next.resolvedLanguage === "ja" ? 25 : 5);
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// limit the text rendering, required for scrolling later on
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const maskPointOrigin = {
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x: (options?.x || 0),
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y: (options?.y || 0),
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};
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if (maskPointOrigin.x < 0) {
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maskPointOrigin.x += this.scene.game.canvas.width / GLOBAL_SCALE;
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}
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if (maskPointOrigin.y < 0) {
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maskPointOrigin.y += this.scene.game.canvas.height / GLOBAL_SCALE;
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}
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const moveDescriptionTextMaskRect = this.scene.make.graphics();
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moveDescriptionTextMaskRect.fillStyle(0xFF0000);
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moveDescriptionTextMaskRect.fillRect(
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maskPointOrigin.x + ((options?.onSide && !options?.right ? EFF_WIDTH : 0) + BORDER) * scale, maskPointOrigin.y + ((options?.top ? EFF_HEIGHT : 0) + BORDER - 2) * scale,
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width - ((options?.onSide ? EFF_WIDTH : 0) - BORDER * 2) * scale, (DESC_HEIGHT - (BORDER - 2) * 2) * scale);
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moveDescriptionTextMaskRect.setScale(6);
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const moveDescriptionTextMask = this.createGeometryMask(moveDescriptionTextMaskRect);
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this.add(this.desc);
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this.desc.setMask(moveDescriptionTextMask);
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// prepare the effect box
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this.val = new Phaser.GameObjects.Container(scene, options?.right ? width - EFF_WIDTH : 0, options?.top || options?.onSide ? 0 : DESC_HEIGHT);
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this.add(this.val);
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const valuesBg = addWindow(scene, 0, 0, EFF_WIDTH, EFF_HEIGHT);
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valuesBg.setOrigin(0, 0);
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this.val.add(valuesBg);
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this.typ = this.scene.add.sprite(25, EFF_HEIGHT - 35, `types${Utils.verifyLang(i18next.language) ? `_${i18next.language}` : ""}`, "unknown");
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this.typ.setScale(0.8);
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this.val.add(this.typ);
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this.cat = this.scene.add.sprite(57, EFF_HEIGHT - 35, "categories", "physical");
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this.val.add(this.cat);
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const ppTxt = addTextObject(scene, 12, EFF_HEIGHT - 25, "PP", TextStyle.MOVE_INFO_CONTENT);
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ppTxt.setOrigin(0.0, 0.5);
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ppTxt.setText(i18next.t("fightUiHandler:pp"));
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this.val.add(ppTxt);
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this.pp = addTextObject(scene, 70, EFF_HEIGHT - 25, "--", TextStyle.MOVE_INFO_CONTENT);
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this.pp.setOrigin(1, 0.5);
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this.val.add(this.pp);
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const powTxt = addTextObject(scene, 12, EFF_HEIGHT - 17, "POWER", TextStyle.MOVE_INFO_CONTENT);
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powTxt.setOrigin(0.0, 0.5);
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powTxt.setText(i18next.t("fightUiHandler:power"));
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this.val.add(powTxt);
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this.pow = addTextObject(scene, 70, EFF_HEIGHT - 17, "---", TextStyle.MOVE_INFO_CONTENT);
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this.pow.setOrigin(1, 0.5);
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this.val.add(this.pow);
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const accTxt = addTextObject(scene, 12, EFF_HEIGHT - 9, "ACC", TextStyle.MOVE_INFO_CONTENT);
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accTxt.setOrigin(0.0, 0.5);
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accTxt.setText(i18next.t("fightUiHandler:accuracy"));
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this.val.add(accTxt);
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this.acc = addTextObject(scene, 70, EFF_HEIGHT - 9, "---", TextStyle.MOVE_INFO_CONTENT);
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this.acc.setOrigin(1, 0.5);
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this.val.add(this.acc);
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// hide this component for now
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this.setVisible(false);
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}
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// show this component with infos for the specific move
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show(move : Move):boolean {
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if (!(this.scene as BattleScene).enableMoveInfo) {
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return false; // move infos have been disabled // TODO:: is `false` correct? i used to be `undeefined`
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}
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this.move = move;
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this.pow.setText(move.power >= 0 ? move.power.toString() : "---");
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this.acc.setText(move.accuracy >= 0 ? move.accuracy.toString() : "---");
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this.pp.setText(move.pp >= 0 ? move.pp.toString() : "---");
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this.typ.setTexture(`types${Utils.verifyLang(i18next.language) ? `_${i18next.language}` : ""}`, Type[move.type].toLowerCase());
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this.cat.setFrame(MoveCategory[move.category].toLowerCase());
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this.desc.setText(move?.effect || "");
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// stop previous scrolling effects and reset y position
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if (this.descScroll) {
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this.descScroll.remove();
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this.descScroll = null;
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this.desc.y = (this.options?.top ? EFF_HEIGHT : 0) + BORDER - 2;
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}
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// determine if we need to add new scrolling effects
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const moveDescriptionLineCount = Math.floor(this.desc.displayHeight * (96 / 72) / 14.83);
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if (moveDescriptionLineCount > 3) {
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// generate scrolling effects
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this.descScroll = this.scene.tweens.add({
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targets: this.desc,
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delay: Utils.fixedInt(2000),
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loop: -1,
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hold: Utils.fixedInt(2000),
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duration: Utils.fixedInt((moveDescriptionLineCount - 3) * 2000),
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y: `-=${14.83 * (72 / 96) * (moveDescriptionLineCount - 3)}`
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});
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}
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if (!this.options.delayVisibility) {
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this.setVisible(true);
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}
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this.active = true;
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return true;
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}
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clear() {
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this.setVisible(false);
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this.active = false;
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}
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toggleInfo(force?: boolean): void {
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this.setVisible(force ?? !this.visible);
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}
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isActive(): boolean {
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return this.active;
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}
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// width of this element
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static getWidth(scale:number, scene: BattleScene):number {
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return scene.game.canvas.width / GLOBAL_SCALE / 2;
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}
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// height of this element
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static getHeight(scale:number, onSide?: boolean):number {
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return (onSide ? Math.max(EFF_HEIGHT, DESC_HEIGHT) : (EFF_HEIGHT + DESC_HEIGHT)) * scale;
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}
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}
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