Add color for the IV scanner (#363)
* Add color for the IV scanner add a new color SUMMARY_GREEN in text.js, add the green color if the iv of the pokemon is better than the iv on the starter of that pokemon Co-authored-by: EmoUsedHM01 <131687820+emousedhm01@users.noreply.github.com> * fix battle-message-ui-handler.ts formatting * fix missing similicon battle-message-ui-handler.ts * modified so it take a boolean instead of doing lot of else if battle-message-ui-handler.ts --------- Co-authored-by: EmoUsedHM01 <131687820+emousedhm01@users.noreply.github.com>pull/369/head
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@ -1,5 +1,5 @@
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import BattleScene, { Button } from "../battle-scene";
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import { addTextObject, TextStyle } from "./text";
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import { addBBCodeTextObject, addTextObject, getTextColor, TextStyle } from "./text";
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import { Mode } from "./ui";
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import * as Utils from "../utils";
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import MessageUiHandler from "./message-ui-handler";
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@ -9,7 +9,7 @@ import { addWindow } from "./ui-theme";
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export default class BattleMessageUiHandler extends MessageUiHandler {
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private levelUpStatsContainer: Phaser.GameObjects.Container;
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private levelUpStatsIncrContent: Phaser.GameObjects.Text;
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private levelUpStatsValuesContent: Phaser.GameObjects.Text;
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private levelUpStatsValuesContent: BBCodeText;
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private nameBox: Phaser.GameObjects.NineSlice;
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private nameText: Phaser.GameObjects.Text;
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@ -29,7 +29,7 @@ export default class BattleMessageUiHandler extends MessageUiHandler {
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this.textCallbackTimer = null;
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const bg = this.scene.add.sprite(0, 0, 'bg', this.scene.windowType);
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bg.setOrigin(0, 1);
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bg.setOrigin(0, 1);
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ui.add(bg);
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this.bg = bg;
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@ -95,18 +95,19 @@ export default class BattleMessageUiHandler extends MessageUiHandler {
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this.levelUpStatsContainer = levelUpStatsContainer;
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const levelUpStatsBg = addWindow(this.scene, (this.scene.game.canvas.width / 6), -100, 128, 100);
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levelUpStatsBg.setOrigin(1, 0);
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levelUpStatsContainer.add(levelUpStatsBg);
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const levelUpStatsLabelsContent = addTextObject(this.scene, (this.scene.game.canvas.width / 6) - 121, -94, '', TextStyle.WINDOW, { maxLines: 6 });
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const levelUpStatsLabelsContent = addTextObject(this.scene, (this.scene.game.canvas.width / 6) - 73, -94, '', TextStyle.WINDOW, { maxLines: 6 });
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let levelUpStatsLabelText = '';
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const stats = Utils.getEnumValues(Stat);
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for (let s of stats)
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levelUpStatsLabelText += `${getStatName(s)}\n`;
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levelUpStatsLabelsContent.text = levelUpStatsLabelText;
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levelUpStatsLabelsContent.x -= levelUpStatsLabelsContent.displayWidth;
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const levelUpStatsBg = addWindow(this.scene, (this.scene.game.canvas.width / 6), -100, 80 + levelUpStatsLabelsContent.displayWidth, 100);
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levelUpStatsBg.setOrigin(1, 0);
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levelUpStatsContainer.add(levelUpStatsBg);
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levelUpStatsContainer.add(levelUpStatsLabelsContent);
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const levelUpStatsIncrContent = addTextObject(this.scene, (this.scene.game.canvas.width / 6) - 50, -94, '+\n+\n+\n+\n+\n+', TextStyle.WINDOW, { maxLines: 6 });
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@ -114,7 +115,7 @@ export default class BattleMessageUiHandler extends MessageUiHandler {
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this.levelUpStatsIncrContent = levelUpStatsIncrContent;
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const levelUpStatsValuesContent = addTextObject(this.scene, (this.scene.game.canvas.width / 6) - 7, -94, '', TextStyle.WINDOW, { maxLines: 6 });
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const levelUpStatsValuesContent = addBBCodeTextObject(this.scene, (this.scene.game.canvas.width / 6) - 7, -94, '', TextStyle.WINDOW, { maxLines: 6 , lineSpacing: 5});
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levelUpStatsValuesContent.setOrigin(1, 0);
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levelUpStatsValuesContent.setAlign('right');
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levelUpStatsContainer.add(levelUpStatsValuesContent);
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@ -208,7 +209,7 @@ export default class BattleMessageUiHandler extends MessageUiHandler {
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} else
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shownStats = stats;
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for (let s of stats)
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levelUpStatsValuesText += `${shownStats.indexOf(s) > -1 ? this.getIvDescriptor(ivs[s]) : '???'}\n`;
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levelUpStatsValuesText += `${shownStats.indexOf(s) > -1 ? this.getIvDescriptor(ivs[s], s) : '???'}\n`;
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this.levelUpStatsValuesContent.text = levelUpStatsValuesText;
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this.levelUpStatsIncrContent.setVisible(false);
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this.levelUpStatsContainer.setVisible(true);
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@ -221,18 +222,29 @@ export default class BattleMessageUiHandler extends MessageUiHandler {
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});
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}
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getIvDescriptor(value: integer): string {
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getIvDescriptor(value: integer, typeIv: integer): string {
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let starterIvs: number[] = this.scene.gameData.dexData[this.scene.getEnemyPokemon().species.speciesId].ivs;
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let uiTheme = (this.scene as BattleScene).uiTheme; // Assuming uiTheme is accessible
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// Function to wrap text in color based on comparison
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const coloredText = (text: string, isBetter: boolean) => {
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const textStyle: TextStyle = isBetter ? TextStyle.SUMMARY_GREEN : TextStyle.SUMMARY;
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const color = getTextColor(textStyle, false, uiTheme);
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return `[color=${color}][shadow=${getTextColor(textStyle, true, uiTheme)}]${text}[/shadow][/color]`;
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};
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if (value > 30)
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return 'Best';
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return coloredText('Best', value > starterIvs[typeIv]);
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if (value === 30)
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return 'Fantastic';
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return coloredText('Fantastic', value > starterIvs[typeIv]);
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if (value > 20)
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return 'Very Good';
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return coloredText('Very Good', value > starterIvs[typeIv]);
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if (value > 10)
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return 'Pretty Good';
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if (value)
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return 'Decent';
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return 'No Good';
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return coloredText('Pretty Good', value > starterIvs[typeIv]);
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if (value > 0)
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return coloredText('Decent', value > starterIvs[typeIv]);
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return coloredText('No Good', value > starterIvs[typeIv]);
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}
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showNameText(name: string): void {
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@ -244,4 +256,4 @@ export default class BattleMessageUiHandler extends MessageUiHandler {
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hideNameText(): void {
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this.nameBoxContainer.setVisible(false);
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}
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}
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}
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@ -19,6 +19,7 @@ export enum TextStyle {
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SUMMARY_PINK,
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SUMMARY_GOLD,
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SUMMARY_GRAY,
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SUMMARY_GREEN,
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MONEY,
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SETTINGS_LABEL,
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SETTINGS_SELECTED,
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@ -82,6 +83,7 @@ function getTextStyleOptions(style: TextStyle, uiTheme: UiTheme, extraStyleOptio
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case TextStyle.SUMMARY_PINK:
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case TextStyle.SUMMARY_GOLD:
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case TextStyle.SUMMARY_GRAY:
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case TextStyle.SUMMARY_GREEN:
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case TextStyle.WINDOW:
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case TextStyle.WINDOW_ALT:
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case TextStyle.MESSAGE:
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@ -160,6 +162,8 @@ export function getTextColor(textStyle: TextStyle, shadow?: boolean, uiTheme: Ui
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return !shadow ? '#e8e8a8' : '#a0a060';
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case TextStyle.SUMMARY_GRAY:
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return !shadow ? '#a0a0a0' : '#636363';
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case TextStyle.SUMMARY_GREEN:
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return !shadow ? '#78c850' : '#306850';
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case TextStyle.SETTINGS_LABEL:
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return !shadow ? '#f8b050' : '#c07800';
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case TextStyle.SETTINGS_SELECTED:
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