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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>
103 lines
2.7 KiB
TypeScript
103 lines
2.7 KiB
TypeScript
import BattleScene from "../battle-scene";
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import MessageUiHandler from "./message-ui-handler";
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import { TextStyle, addTextObject } from "./text";
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import { Mode } from "./ui";
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import {Button} from "#enums/buttons";
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export default class EvolutionSceneHandler extends MessageUiHandler {
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public evolutionContainer: Phaser.GameObjects.Container;
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public messageBg: Phaser.GameObjects.Image;
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public messageContainer: Phaser.GameObjects.Container;
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public canCancel: boolean;
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public cancelled: boolean;
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constructor(scene: BattleScene) {
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super(scene, Mode.EVOLUTION_SCENE);
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}
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setup() {
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this.canCancel = false;
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this.cancelled = false;
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const ui = this.getUi();
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this.evolutionContainer = this.scene.add.container(0, -this.scene.game.canvas.height / 6);
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ui.add(this.evolutionContainer);
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const messageBg = this.scene.add.sprite(0, 0, "bg", this.scene.windowType);
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messageBg.setOrigin(0, 1);
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messageBg.setVisible(false);
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ui.add(messageBg);
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this.messageBg = messageBg;
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this.messageContainer = this.scene.add.container(12, -39);
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this.messageContainer.setVisible(false);
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ui.add(this.messageContainer);
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const message = addTextObject(this.scene, 0, 0, "", TextStyle.MESSAGE, {
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maxLines: 2,
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wordWrap: {
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width: 1780
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}
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});
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this.messageContainer.add(message);
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this.message = message;
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const prompt = this.scene.add.sprite(0, 0, "prompt");
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prompt.setVisible(false);
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prompt.setOrigin(0, 0);
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this.messageContainer.add(prompt);
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this.prompt = prompt;
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}
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show(_args: any[]): boolean {
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super.show(_args);
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this.scene.ui.bringToTop(this.evolutionContainer);
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this.scene.ui.bringToTop(this.messageBg);
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this.scene.ui.bringToTop(this.messageContainer);
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this.messageBg.setVisible(true);
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this.messageContainer.setVisible(true);
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return true;
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}
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processInput(button: Button): boolean {
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if (this.canCancel && !this.cancelled && button === Button.CANCEL) {
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this.cancelled = true;
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return true;
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}
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const ui = this.getUi();
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if (this.awaitingActionInput) {
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if (button === Button.CANCEL || button === Button.ACTION) {
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if (this.onActionInput) {
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ui.playSelect();
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const originalOnActionInput = this.onActionInput;
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this.onActionInput = null;
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originalOnActionInput();
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return true;
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}
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}
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}
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return false;
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}
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setCursor(_cursor: integer): boolean {
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return false;
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}
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clear() {
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this.clearText();
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this.canCancel = false;
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this.cancelled = false;
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this.evolutionContainer.removeAll(true);
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this.messageContainer.setVisible(false);
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this.messageBg.setVisible(false);
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}
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}
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