Add run logic and forest background
parent
fda8e6055a
commit
40e69789c8
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@ -206,6 +206,7 @@ export class NextEncounterPhase extends EncounterPhase {
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duration: 2000,
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onComplete: () => {
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this.scene.arenaEnemy.setX(this.scene.arenaNextEnemy.x);
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this.scene.arenaEnemy.setAlpha(1);
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this.scene.arenaNextEnemy.setX(this.scene.arenaNextEnemy.x - 300);
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enemyPokemon.untint(100, 'Sine.easeOut');
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enemyPokemon.cry();
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@ -326,6 +327,7 @@ export class SwitchBiomePhase extends BattlePhase {
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this.scene.arenaPlayer.setTexture(playerTexture);
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this.scene.arenaPlayer.setAlpha(1);
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this.scene.arenaEnemy.setTexture(enemyTexture);
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this.scene.arenaEnemy.setAlpha(1);
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this.scene.arenaNextEnemy.setTexture(enemyTexture);
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this.scene.arenaBgTransition.setVisible(false);
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this.scene.arenaPlayerTransition.setVisible(false);
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@ -632,9 +634,8 @@ export class CommandPhase extends FieldPhase {
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break;
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case Command.BALL:
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case Command.POKEMON:
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return false;
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case Command.RUN:
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return true;
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return false;
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}
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return this.isPlayerDelayed();
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@ -695,6 +696,8 @@ export class CommandPhase extends FieldPhase {
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}, null, true);
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break;
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case Command.RUN:
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this.scene.unshiftPhase(new AttemptRunPhase(this.scene));
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success = true;
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//this.scene.unshiftPhase(new MoveAnimTestPhase(this.scene));
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//success = true;
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break;
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@ -1420,19 +1423,21 @@ export class MessagePhase extends BattlePhase {
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private text: string;
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private callbackDelay: integer;
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private prompt: boolean;
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private promptDelay: integer;
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constructor(scene: BattleScene, text: string, callbackDelay?: integer, prompt?: boolean) {
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constructor(scene: BattleScene, text: string, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer) {
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super(scene);
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this.text = text;
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this.callbackDelay = callbackDelay;
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this.prompt = prompt;
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this.promptDelay = promptDelay;
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}
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start() {
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super.start();
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this.scene.ui.showText(this.text, null, () => this.end(), this.callbackDelay || (this.prompt ? 0 : 1500), this.prompt);
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this.scene.ui.showText(this.text, null, () => this.end(), this.callbackDelay || (this.prompt ? 0 : 1500), this.prompt, this.promptDelay);
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}
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end() {
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@ -2102,6 +2107,41 @@ export class AttemptCapturePhase extends BattlePhase {
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}
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}
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export class AttemptRunPhase extends BattlePhase {
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constructor(scene: BattleScene) {
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super(scene);
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}
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start() {
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super.start();
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const playerPokemon = this.scene.getPlayerPokemon();
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const enemyPokemon = this.scene.getEnemyPokemon();
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const escapeChance = (((playerPokemon.stats[Stat.SPD] * 128) / enemyPokemon.stats[Stat.SPD]) + (30 * this.scene.currentBattle.escapeAttempts++)) % 256;
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if (Utils.randInt(256) < escapeChance) {
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this.scene.sound.play('flee');
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this.scene.queueMessage('You got away safely!', null, true, 500);
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this.scene.tweens.add({
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targets: [ this.scene.arenaEnemy, enemyPokemon ],
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alpha: 0,
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duration: 250,
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ease: 'Sine.easeIn'
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});
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enemyPokemon.hp = 0;
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this.scene.pushPhase(new BattleEndPhase(this.scene));
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this.scene.newBattle();
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} else
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this.scene.queueMessage('You can\'t escape!', null, true);
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this.end();
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}
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}
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export class SelectModifierPhase extends BattlePhase {
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constructor(scene: BattleScene) {
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super(scene);
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@ -689,8 +689,8 @@ export default class BattleScene extends Phaser.Scene {
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this.currentPhase.start();
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}
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queueMessage(message: string, callbackDelay?: integer, prompt?: boolean) {
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this.unshiftPhase(new MessagePhase(this, message, callbackDelay, prompt));
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queueMessage(message: string, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer) {
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this.unshiftPhase(new MessagePhase(this, message, callbackDelay, prompt, promptDelay));
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}
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populatePhaseQueue(): void {
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@ -7,6 +7,7 @@ export class Battle {
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public enemyPokemon: EnemyPokemon;
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public turn: integer;
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public playerParticipantIds: Set<integer> = new Set<integer>();
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public escapeAttempts: integer = 0;
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constructor(waveIndex: integer) {
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this.waveIndex = waveIndex;
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