Rework - Inputs management to include all gamepad mapping V2 (#429)
* rework of the input handling, including different gamepad and keyboard * rework of the input handling, including different gamepad and keyboard * first version of a too complex inputHandler based on phaser3-merged-input * removed useless control management and kept it simple for our use case, investigating to put out button_XX() * renamed inputHandler to inputController * aggregate directions and some action into a same method + fix menu return value * added back repeated input feature on keeping down a key * cleanup + return type * fix submit/action doing two things simultaneously, still same behaviour as before * extracted UI inputs out of battle-scene * tab -> spaces * tab -> spaces what about now github ? * tab -> spaces final (maybe) * tried to fix the plugin loading issue on prod * remove Plugins things as it's too uncertain how it works on prod * seems old code source is indented with tab * cleanup * cleanup * cleanup * putting in an enum file the enum buttons * fix repeating stats button + change message in event when the key is repeating * added return type for ui-inputs * added return type for inputs-controller * adapted the code to integrate changes of bennybrosephpull/479/head^2
parent
3ed7649ce5
commit
d98f7733d4
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@ -1,4 +1,4 @@
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import Phaser, { Time } from 'phaser';
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import Phaser from 'phaser';
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import UI, { Mode } from './ui/ui';
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import { NextEncounterPhase, NewBiomeEncounterPhase, SelectBiomePhase, MessagePhase, TurnInitPhase, ReturnPhase, LevelCapPhase, ShowTrainerPhase, LoginPhase, MovePhase, TitlePhase, SwitchPhase } from './phases';
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import Pokemon, { PlayerPokemon, EnemyPokemon } from './field/pokemon';
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@ -54,13 +54,14 @@ import CharSprite from './ui/char-sprite';
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import DamageNumberHandler from './field/damage-number-handler';
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import PokemonInfoContainer from './ui/pokemon-info-container';
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import { biomeDepths } from './data/biomes';
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import { initTouchControls } from './touch-controls';
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import { UiTheme } from './enums/ui-theme';
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import { SceneBase } from './scene-base';
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import CandyBar from './ui/candy-bar';
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import { Variant, variantData } from './data/variant';
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import { Localizable } from './plugins/i18n';
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import { STARTING_WAVE_OVERRIDE, OPP_SPECIES_OVERRIDE, SEED_OVERRIDE, STARTING_BIOME_OVERRIDE } from './overrides';
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import {InputsController} from "./inputs-controller";
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import {UiInputs} from "./ui-inputs";
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export const bypassLogin = import.meta.env.VITE_BYPASS_LOGIN === "1";
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@ -69,33 +70,12 @@ const DEBUG_RNG = false;
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export const startingWave = STARTING_WAVE_OVERRIDE || 1;
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const expSpriteKeys: string[] = [];
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const repeatInputDelayMillis = 250;
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export let starterColors: StarterColors;
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interface StarterColors {
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[key: string]: [string, string]
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}
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export enum Button {
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UP,
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DOWN,
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LEFT,
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RIGHT,
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SUBMIT,
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ACTION,
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CANCEL,
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MENU,
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STATS,
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CYCLE_SHINY,
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CYCLE_FORM,
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CYCLE_GENDER,
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CYCLE_ABILITY,
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CYCLE_NATURE,
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CYCLE_VARIANT,
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SPEED_UP,
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SLOW_DOWN
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}
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export interface PokeballCounts {
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[pb: string]: integer;
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}
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@ -104,6 +84,8 @@ export type AnySound = Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound
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export default class BattleScene extends SceneBase {
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public rexUI: UIPlugin;
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public inputController: InputsController;
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public uiInputs: UiInputs;
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public sessionPlayTime: integer = null;
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public masterVolume: number = 0.5;
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@ -124,6 +106,7 @@ export default class BattleScene extends SceneBase {
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public gamepadSupport: boolean = true;
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public enableTouchControls: boolean = false;
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public enableVibration: boolean = false;
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public abSwapped: boolean = false;
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public disableMenu: boolean = false;
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@ -190,34 +173,6 @@ export default class BattleScene extends SceneBase {
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private bgmCache: Set<string> = new Set();
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private playTimeTimer: Phaser.Time.TimerEvent;
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private buttonKeys: Phaser.Input.Keyboard.Key[][];
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private lastProcessedButtonPressTimes: Map<Button, number> = new Map();
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// movementButtonLock ensures only a single movement key is firing repeated inputs
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// (i.e. by holding down a button) at a time
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private movementButtonLock: Button;
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// using a dualshock controller as a map
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private gamepadKeyConfig = {
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[Button.UP]: 12, // up
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[Button.DOWN]: 13, // down
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[Button.LEFT]: 14, // left
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[Button.RIGHT]: 15, // right
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[Button.SUBMIT]: 17, // touchpad
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[Button.ACTION]: 0, // X
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[Button.CANCEL]: 1, // O
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[Button.MENU]: 9, // options
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[Button.STATS]: 8, // share
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[Button.CYCLE_SHINY]: 5, // RB
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[Button.CYCLE_FORM]: 4, // LB
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[Button.CYCLE_GENDER]: 6, // LT
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[Button.CYCLE_ABILITY]: 7, // RT
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[Button.CYCLE_NATURE]: 2, // square
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[Button.CYCLE_VARIANT]: 3, // triangle
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[Button.SPEED_UP]: 10, // L3
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[Button.SLOW_DOWN]: 11 // R3
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};
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public gamepadButtonStates: boolean[] = new Array(17).fill(false);
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public rngCounter: integer = 0;
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public rngSeedOverride: string = '';
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public rngOffset: integer = 0;
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@ -235,15 +190,6 @@ export default class BattleScene extends SceneBase {
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this.nextCommandPhaseQueue = [];
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}
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/**
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* Conditionally swaps the ACTION and CANCEL button
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* @param standard When true, uses the default values
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*/
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setGamepadConfirm(standard: boolean) {
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this.gamepadKeyConfig[Button.ACTION] = standard ? 0 : 1;
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this.gamepadKeyConfig[Button.CANCEL] = standard ? 1 : 0;
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}
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loadPokemonAtlas(key: string, atlasPath: string, experimental?: boolean) {
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if (experimental === undefined)
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experimental = this.experimentalSprites;
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@ -277,13 +223,13 @@ export default class BattleScene extends SceneBase {
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create() {
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initGameSpeed.apply(this);
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this.inputController = new InputsController(this);
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this.uiInputs = new UiInputs(this, this.inputController);
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this.gameData = new GameData(this);
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addUiThemeOverrides(this);
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this.setupControls();
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this.load.setBaseURL();
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this.spritePipeline = new SpritePipeline(this.game);
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@ -296,7 +242,7 @@ export default class BattleScene extends SceneBase {
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}
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update() {
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this.checkInput();
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this.inputController.update();
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this.ui?.update();
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}
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@ -615,42 +561,6 @@ export default class BattleScene extends SceneBase {
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return true;
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}
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setupControls() {
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const keyCodes = Phaser.Input.Keyboard.KeyCodes;
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const keyConfig = {
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[Button.UP]: [keyCodes.UP, keyCodes.W],
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[Button.DOWN]: [keyCodes.DOWN, keyCodes.S],
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[Button.LEFT]: [keyCodes.LEFT, keyCodes.A],
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[Button.RIGHT]: [keyCodes.RIGHT, keyCodes.D],
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[Button.SUBMIT]: [keyCodes.ENTER],
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[Button.ACTION]: [keyCodes.SPACE, keyCodes.ENTER, keyCodes.Z],
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[Button.CANCEL]: [keyCodes.BACKSPACE, keyCodes.X],
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[Button.MENU]: [keyCodes.ESC, keyCodes.M],
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[Button.STATS]: [keyCodes.SHIFT, keyCodes.C],
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[Button.CYCLE_SHINY]: [keyCodes.R],
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[Button.CYCLE_FORM]: [keyCodes.F],
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[Button.CYCLE_GENDER]: [keyCodes.G],
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[Button.CYCLE_ABILITY]: [keyCodes.E],
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[Button.CYCLE_NATURE]: [keyCodes.N],
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[Button.CYCLE_VARIANT]: [keyCodes.V],
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[Button.SPEED_UP]: [keyCodes.PLUS],
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[Button.SLOW_DOWN]: [keyCodes.MINUS]
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};
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const mobileKeyConfig = {};
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this.buttonKeys = [];
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for (let b of Utils.getEnumValues(Button)) {
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const keys: Phaser.Input.Keyboard.Key[] = [];
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if (keyConfig.hasOwnProperty(b)) {
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for (let k of keyConfig[b])
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keys.push(this.input.keyboard.addKey(k, false));
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mobileKeyConfig[Button[b]] = keys[0];
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}
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this.buttonKeys[b] = keys;
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}
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initTouchControls(mobileKeyConfig);
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}
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getParty(): PlayerPokemon[] {
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return this.party;
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}
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return biomes[Utils.randSeedInt(biomes.length)];
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}
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checkInput(): boolean {
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let inputSuccess = false;
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let vibrationLength = 0;
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if (this.buttonJustPressed(Button.UP) || this.repeatInputDurationJustPassed(Button.UP)) {
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inputSuccess = this.ui.processInput(Button.UP);
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vibrationLength = 5;
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this.setLastProcessedMovementTime(Button.UP)
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} else if (this.buttonJustPressed(Button.DOWN) || this.repeatInputDurationJustPassed(Button.DOWN)) {
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inputSuccess = this.ui.processInput(Button.DOWN);
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vibrationLength = 5;
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this.setLastProcessedMovementTime(Button.DOWN)
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} else if (this.buttonJustPressed(Button.LEFT) || this.repeatInputDurationJustPassed(Button.LEFT)) {
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inputSuccess = this.ui.processInput(Button.LEFT);
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vibrationLength = 5;
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this.setLastProcessedMovementTime(Button.LEFT)
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} else if (this.buttonJustPressed(Button.RIGHT) || this.repeatInputDurationJustPassed(Button.RIGHT)) {
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inputSuccess = this.ui.processInput(Button.RIGHT);
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vibrationLength = 5;
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this.setLastProcessedMovementTime(Button.RIGHT)
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} else if (this.buttonJustPressed(Button.SUBMIT) || this.repeatInputDurationJustPassed(Button.SUBMIT)) {
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inputSuccess = this.ui.processInput(Button.SUBMIT) || this.ui.processInput(Button.ACTION);
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this.setLastProcessedMovementTime(Button.SUBMIT);
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} else if (this.buttonJustPressed(Button.ACTION) || this.repeatInputDurationJustPassed(Button.ACTION)) {
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inputSuccess = this.ui.processInput(Button.ACTION);
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this.setLastProcessedMovementTime(Button.ACTION);
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} else if (this.buttonJustPressed(Button.CANCEL)|| this.repeatInputDurationJustPassed(Button.CANCEL)) {
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inputSuccess = this.ui.processInput(Button.CANCEL);
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this.setLastProcessedMovementTime(Button.CANCEL);
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} else if (this.buttonJustPressed(Button.MENU)) {
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if (this.disableMenu)
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return;
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switch (this.ui?.getMode()) {
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case Mode.MESSAGE:
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if (!(this.ui.getHandler() as MessageUiHandler).pendingPrompt)
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return;
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case Mode.TITLE:
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case Mode.COMMAND:
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case Mode.FIGHT:
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case Mode.BALL:
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case Mode.TARGET_SELECT:
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case Mode.SAVE_SLOT:
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case Mode.PARTY:
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case Mode.SUMMARY:
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case Mode.STARTER_SELECT:
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case Mode.CONFIRM:
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case Mode.OPTION_SELECT:
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this.ui.setOverlayMode(Mode.MENU);
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inputSuccess = true;
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break;
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case Mode.MENU:
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case Mode.SETTINGS:
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case Mode.ACHIEVEMENTS:
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this.ui.revertMode();
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this.playSound('select');
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inputSuccess = true;
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break;
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default:
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return;
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}
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} else if (this.ui?.getHandler() instanceof StarterSelectUiHandler) {
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if (this.buttonJustPressed(Button.CYCLE_SHINY)) {
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inputSuccess = this.ui.processInput(Button.CYCLE_SHINY);
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this.setLastProcessedMovementTime(Button.CYCLE_SHINY);
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} else if (this.buttonJustPressed(Button.CYCLE_FORM)) {
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inputSuccess = this.ui.processInput(Button.CYCLE_FORM);
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this.setLastProcessedMovementTime(Button.CYCLE_FORM);
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} else if (this.buttonJustPressed(Button.CYCLE_GENDER)) {
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inputSuccess = this.ui.processInput(Button.CYCLE_GENDER);
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this.setLastProcessedMovementTime(Button.CYCLE_GENDER);
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} else if (this.buttonJustPressed(Button.CYCLE_ABILITY)) {
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inputSuccess = this.ui.processInput(Button.CYCLE_ABILITY);
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this.setLastProcessedMovementTime(Button.CYCLE_ABILITY);
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} else if (this.buttonJustPressed(Button.CYCLE_NATURE)) {
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inputSuccess = this.ui.processInput(Button.CYCLE_NATURE);
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this.setLastProcessedMovementTime(Button.CYCLE_NATURE);
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} else if (this.buttonJustPressed(Button.CYCLE_VARIANT)) {
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inputSuccess = this.ui.processInput(Button.CYCLE_VARIANT);
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this.setLastProcessedMovementTime(Button.CYCLE_VARIANT);
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} else
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return;
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} else if (this.buttonJustPressed(Button.SPEED_UP)) {
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if (this.gameSpeed < 5) {
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this.gameData.saveSetting(Setting.Game_Speed, settingOptions[Setting.Game_Speed].indexOf(`${this.gameSpeed}x`) + 1);
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if (this.ui?.getMode() === Mode.SETTINGS)
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(this.ui.getHandler() as SettingsUiHandler).show([]);
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}
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} else if (this.buttonJustPressed(Button.SLOW_DOWN)) {
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if (this.gameSpeed > 1) {
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this.gameData.saveSetting(Setting.Game_Speed, Math.max(settingOptions[Setting.Game_Speed].indexOf(`${this.gameSpeed}x`) - 1, 0));
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if (this.ui?.getMode() === Mode.SETTINGS)
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(this.ui.getHandler() as SettingsUiHandler).show([]);
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}
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} else {
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let pressed = false;
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if (this.ui && (this.buttonJustReleased(Button.STATS) || (pressed = this.buttonJustPressed(Button.STATS)))) {
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for (let p of this.getField().filter(p => p?.isActive(true)))
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p.toggleStats(pressed);
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if (pressed)
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this.setLastProcessedMovementTime(Button.STATS);
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} else
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return;
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}
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if (inputSuccess && this.enableVibration && typeof navigator.vibrate !== 'undefined')
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navigator.vibrate(vibrationLength || 10);
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}
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/**
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* gamepadButtonJustDown returns true if @param button has just been pressed down
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* or not. It will only return true once, until the key is released and pressed down
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* again.
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*/
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gamepadButtonJustDown(button: Phaser.Input.Gamepad.Button): boolean {
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if (!button || !this.gamepadSupport)
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return false;
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let ret = false;
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if (button.pressed) {
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if (!this.gamepadButtonStates[button.index])
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ret = true;
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this.gamepadButtonStates[button.index] = true;
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} else
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this.gamepadButtonStates[button.index] = false;
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return ret;
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}
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buttonJustPressed(button: Button): boolean {
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const gamepad = this.input.gamepad?.gamepads[0];
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return this.buttonKeys[button].some(k => Phaser.Input.Keyboard.JustDown(k)) || this.gamepadButtonJustDown(gamepad?.buttons[this.gamepadKeyConfig[button]]);
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}
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/**
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* gamepadButtonJustUp returns true if @param button has just been released
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* or not. It will only return true once, until the key is released and pressed down
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* again.
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*/
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gamepadButtonJustUp(button: Phaser.Input.Gamepad.Button): boolean {
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if (!button || !this.gamepadSupport)
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return false;
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return !this.gamepadButtonStates[button.index];
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}
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buttonJustReleased(button: Button): boolean {
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const gamepad = this.input.gamepad?.gamepads[0];
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return this.buttonKeys[button].some(k => Phaser.Input.Keyboard.JustUp(k)) || this.gamepadButtonJustUp(gamepad?.buttons[this.gamepadKeyConfig[button]]);
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}
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/**
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* repeatInputDurationJustPassed returns true if @param button has been held down long
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* enough to fire a repeated input. A button must claim the movementButtonLock before
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* firing a repeated input - this is to prevent multiple buttons from firing repeatedly.
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*/
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repeatInputDurationJustPassed(button: Button): boolean {
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if (this.movementButtonLock !== null && this.movementButtonLock !== button) {
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return false;
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}
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if (this.buttonKeys[button].every(k => k.isUp) && this.gamepadButtonStates.every(b => b == false)) {
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this.movementButtonLock = null;
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return false;
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}
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if (this.time.now - this.lastProcessedButtonPressTimes.get(button) >= repeatInputDelayMillis) {
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return true;
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}
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}
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setLastProcessedMovementTime(button: Button) {
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this.lastProcessedButtonPressTimes.set(button, this.time.now);
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this.movementButtonLock = button;
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}
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isBgmPlaying(): boolean {
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return this.bgm && this.bgm.isPlaying;
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}
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@ -0,0 +1,29 @@
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/**
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* Dualshock mapping
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*/
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const pad_dualshock = {
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padID: 'Dualshock',
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padType: 'Sony',
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gamepadMapping: {
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RC_S: 0,
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RC_E: 1,
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RC_W: 2,
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RC_N: 3,
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START: 9, // Options
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SELECT: 8, // Share
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LB: 4,
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RB: 5,
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LT: 6,
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RT: 7,
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LS: 10,
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RS: 11,
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LC_N: 12,
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LC_S: 13,
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LC_W: 14,
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LC_E: 15,
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MENU: 16,
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TOUCH: 17
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},
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};
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export default pad_dualshock;
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@ -0,0 +1,27 @@
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/**
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* Generic pad mapping
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*/
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const pad_generic = {
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padID: 'Generic',
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padType: 'generic',
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gamepadMapping: {
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RC_S: 0,
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RC_E: 1,
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RC_W: 2,
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RC_N: 3,
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START: 9,
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SELECT: 8,
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LB: 4,
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RB: 5,
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LT: 6,
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RT: 7,
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LS: 10,
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RS: 11,
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LC_N: 12,
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LC_S: 13,
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LC_W: 14,
|
||||
LC_E: 15
|
||||
},
|
||||
};
|
||||
|
||||
export default pad_generic;
|
|
@ -0,0 +1,23 @@
|
|||
/**
|
||||
* 081f-e401 - UnlicensedSNES
|
||||
*/
|
||||
const pad_unlicensedSNES = {
|
||||
padID: '081f-e401',
|
||||
padType: 'snes',
|
||||
gamepadMapping : {
|
||||
RC_S: 2,
|
||||
RC_E: 1,
|
||||
RC_W: 3,
|
||||
RC_N: 0,
|
||||
START: 9,
|
||||
SELECT: 8,
|
||||
LB: 4,
|
||||
RB: 5,
|
||||
LC_N: 12,
|
||||
LC_S: 13,
|
||||
LC_W: 14,
|
||||
LC_E: 15
|
||||
}
|
||||
};
|
||||
|
||||
export default pad_unlicensedSNES;
|
|
@ -0,0 +1,28 @@
|
|||
/**
|
||||
* Generic pad mapping
|
||||
*/
|
||||
const pad_xbox360 = {
|
||||
padID: 'Xbox 360 controller (XInput STANDARD GAMEPAD)',
|
||||
padType: 'xbox',
|
||||
gamepadMapping: {
|
||||
RC_S: 0,
|
||||
RC_E: 1,
|
||||
RC_W: 2,
|
||||
RC_N: 3,
|
||||
START: 9,
|
||||
SELECT: 8,
|
||||
LB: 4,
|
||||
RB: 5,
|
||||
LT: 6,
|
||||
RT: 7,
|
||||
LS: 10,
|
||||
RS: 11,
|
||||
LC_N: 12,
|
||||
LC_S: 13,
|
||||
LC_W: 14,
|
||||
LC_E: 15,
|
||||
MENU: 16
|
||||
},
|
||||
};
|
||||
|
||||
export default pad_xbox360;
|
|
@ -0,0 +1,19 @@
|
|||
export enum Button {
|
||||
UP,
|
||||
DOWN,
|
||||
LEFT,
|
||||
RIGHT,
|
||||
SUBMIT,
|
||||
ACTION,
|
||||
CANCEL,
|
||||
MENU,
|
||||
STATS,
|
||||
CYCLE_SHINY,
|
||||
CYCLE_FORM,
|
||||
CYCLE_GENDER,
|
||||
CYCLE_ABILITY,
|
||||
CYCLE_NATURE,
|
||||
CYCLE_VARIANT,
|
||||
SPEED_UP,
|
||||
SLOW_DOWN
|
||||
}
|
|
@ -0,0 +1,255 @@
|
|||
import Phaser, {Time} from "phaser";
|
||||
import * as Utils from "./utils";
|
||||
import {initTouchControls} from './touch-controls';
|
||||
import pad_generic from "./configs/pad_generic";
|
||||
import pad_unlicensedSNES from "./configs/pad_unlicensedSNES";
|
||||
import pad_xbox360 from "./configs/pad_xbox360";
|
||||
import pad_dualshock from "./configs/pad_dualshock";
|
||||
import {Button} from "./enums/buttons";
|
||||
|
||||
export interface GamepadMapping {
|
||||
[key: string]: number;
|
||||
}
|
||||
|
||||
export interface GamepadConfig {
|
||||
padID: string;
|
||||
padType: string;
|
||||
gamepadMapping: GamepadMapping;
|
||||
}
|
||||
|
||||
export interface ActionGamepadMapping {
|
||||
[key: string]: Button;
|
||||
}
|
||||
|
||||
const repeatInputDelayMillis = 250;
|
||||
|
||||
export class InputsController {
|
||||
private buttonKeys: Phaser.Input.Keyboard.Key[][];
|
||||
private gamepads: Array<string> = new Array();
|
||||
private scene: Phaser.Scene;
|
||||
|
||||
// buttonLock ensures only a single movement key is firing repeated inputs
|
||||
// (i.e. by holding down a button) at a time
|
||||
private buttonLock: Button;
|
||||
private interactions: Map<Button, Map<string, boolean>> = new Map();
|
||||
private time: Time;
|
||||
private player: Map<String, GamepadMapping> = new Map();
|
||||
|
||||
constructor(scene: Phaser.Scene) {
|
||||
this.scene = scene;
|
||||
this.time = this.scene.time;
|
||||
this.buttonKeys = [];
|
||||
|
||||
for (const b of Utils.getEnumValues(Button)) {
|
||||
this.interactions[b] = {
|
||||
pressTime: false,
|
||||
isPressed: false,
|
||||
}
|
||||
}
|
||||
// We don't want the menu key to be repeated
|
||||
delete this.interactions[Button.MENU];
|
||||
delete this.interactions[Button.STATS];
|
||||
this.init();
|
||||
}
|
||||
|
||||
init(): void {
|
||||
this.events = new Phaser.Events.EventEmitter();
|
||||
|
||||
if (typeof this.scene.input.gamepad !== 'undefined') {
|
||||
this.scene.input.gamepad.on('connected', function (thisGamepad) {
|
||||
this.refreshGamepads();
|
||||
this.setupGamepad(thisGamepad);
|
||||
}, this);
|
||||
|
||||
// Check to see if the gamepad has already been setup by the browser
|
||||
this.scene.input.gamepad.refreshPads();
|
||||
if (this.scene.input.gamepad.total) {
|
||||
this.refreshGamepads();
|
||||
for (const thisGamepad of this.gamepads) {
|
||||
this.scene.input.gamepad.emit('connected', thisGamepad);
|
||||
}
|
||||
}
|
||||
|
||||
this.scene.input.gamepad.on('down', this.gamepadButtonDown, this);
|
||||
this.scene.input.gamepad.on('up', this.gamepadButtonUp, this);
|
||||
}
|
||||
|
||||
// Keyboard
|
||||
this.setupKeyboardControls();
|
||||
}
|
||||
|
||||
update(): void {
|
||||
for (const b of Utils.getEnumValues(Button)) {
|
||||
if (!this.interactions.hasOwnProperty(b)) continue;
|
||||
if (this.repeatInputDurationJustPassed(b)) {
|
||||
this.events.emit('input_down', {
|
||||
controller_type: 'repeated',
|
||||
button: b,
|
||||
});
|
||||
this.setLastProcessedMovementTime(b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
setupGamepad(thisGamepad: Phaser.Input.Gamepad.Gamepad): void {
|
||||
let gamepadID = thisGamepad.id.toLowerCase();
|
||||
const mappedPad = this.mapGamepad(gamepadID);
|
||||
this.player['mapping'] = mappedPad.gamepadMapping;
|
||||
}
|
||||
|
||||
refreshGamepads(): void {
|
||||
// Sometimes, gamepads are undefined. For some reason.
|
||||
this.gamepads = this.scene.input.gamepad.gamepads.filter(function (el) {
|
||||
return el != null;
|
||||
});
|
||||
|
||||
for (const [index, thisGamepad] of this.gamepads.entries()) {
|
||||
thisGamepad.index = index; // Overwrite the gamepad index, in case we had undefined gamepads earlier
|
||||
}
|
||||
}
|
||||
|
||||
getActionGamepadMapping(): ActionGamepadMapping {
|
||||
const gamepadMapping = {};
|
||||
gamepadMapping[this.player.mapping.LC_N] = Button.UP;
|
||||
gamepadMapping[this.player.mapping.LC_S] = Button.DOWN;
|
||||
gamepadMapping[this.player.mapping.LC_W] = Button.LEFT;
|
||||
gamepadMapping[this.player.mapping.LC_E] = Button.RIGHT;
|
||||
gamepadMapping[this.player.mapping.TOUCH] = Button.SUBMIT;
|
||||
gamepadMapping[this.player.mapping.RC_S] = this.scene.abSwapped ? Button.CANCEL : Button.ACTION;
|
||||
gamepadMapping[this.player.mapping.RC_E] = this.scene.abSwapped ? Button.ACTION : Button.CANCEL;
|
||||
gamepadMapping[this.player.mapping.SELECT] = Button.STATS;
|
||||
gamepadMapping[this.player.mapping.START] = Button.MENU;
|
||||
gamepadMapping[this.player.mapping.RB] = Button.CYCLE_SHINY;
|
||||
gamepadMapping[this.player.mapping.LB] = Button.CYCLE_FORM;
|
||||
gamepadMapping[this.player.mapping.LT] = Button.CYCLE_GENDER;
|
||||
gamepadMapping[this.player.mapping.RT] = Button.CYCLE_ABILITY;
|
||||
gamepadMapping[this.player.mapping.RC_W] = Button.CYCLE_NATURE;
|
||||
gamepadMapping[this.player.mapping.RC_N] = Button.CYCLE_VARIANT;
|
||||
gamepadMapping[this.player.mapping.LS] = Button.SPEED_UP;
|
||||
gamepadMapping[this.player.mapping.RS] = Button.SLOW_DOWN;
|
||||
|
||||
return gamepadMapping;
|
||||
}
|
||||
|
||||
gamepadButtonDown(pad: Phaser.Input.Gamepad.Gamepad, button: Phaser.Input.Gamepad.Button, value: number): void {
|
||||
const actionMapping = this.getActionGamepadMapping();
|
||||
const buttonDown = actionMapping.hasOwnProperty(button.index) && actionMapping[button.index];
|
||||
if (buttonDown !== undefined) {
|
||||
this.events.emit('input_down', {
|
||||
controller_type: 'gamepad',
|
||||
button: buttonDown,
|
||||
});
|
||||
this.setLastProcessedMovementTime(buttonDown);
|
||||
}
|
||||
}
|
||||
|
||||
gamepadButtonUp(pad: Phaser.Input.Gamepad.Gamepad, button: Phaser.Input.Gamepad.Button, value: number): void {
|
||||
const actionMapping = this.getActionGamepadMapping();
|
||||
const buttonUp = actionMapping.hasOwnProperty(button.index) && actionMapping[button.index];
|
||||
if (buttonUp !== undefined) {
|
||||
this.events.emit('input_up', {
|
||||
controller_type: 'gamepad',
|
||||
button: buttonUp,
|
||||
});
|
||||
this.delLastProcessedMovementTime(buttonUp);
|
||||
}
|
||||
}
|
||||
|
||||
setupKeyboardControls(): void {
|
||||
const keyCodes = Phaser.Input.Keyboard.KeyCodes;
|
||||
const keyConfig = {
|
||||
[Button.UP]: [keyCodes.UP, keyCodes.W],
|
||||
[Button.DOWN]: [keyCodes.DOWN, keyCodes.S],
|
||||
[Button.LEFT]: [keyCodes.LEFT, keyCodes.A],
|
||||
[Button.RIGHT]: [keyCodes.RIGHT, keyCodes.D],
|
||||
[Button.SUBMIT]: [keyCodes.ENTER],
|
||||
[Button.ACTION]: [keyCodes.SPACE, this.scene.abSwapped ? keyCodes.X : keyCodes.Z],
|
||||
[Button.CANCEL]: [keyCodes.BACKSPACE, this.scene.abSwapped ? keyCodes.Z : keyCodes.X],
|
||||
[Button.MENU]: [keyCodes.ESC, keyCodes.M],
|
||||
[Button.STATS]: [keyCodes.SHIFT, keyCodes.C],
|
||||
[Button.CYCLE_SHINY]: [keyCodes.R],
|
||||
[Button.CYCLE_FORM]: [keyCodes.F],
|
||||
[Button.CYCLE_GENDER]: [keyCodes.G],
|
||||
[Button.CYCLE_ABILITY]: [keyCodes.E],
|
||||
[Button.CYCLE_NATURE]: [keyCodes.N],
|
||||
[Button.CYCLE_VARIANT]: [keyCodes.V],
|
||||
[Button.SPEED_UP]: [keyCodes.PLUS],
|
||||
[Button.SLOW_DOWN]: [keyCodes.MINUS]
|
||||
};
|
||||
const mobileKeyConfig = {};
|
||||
for (const b of Utils.getEnumValues(Button)) {
|
||||
const keys: Phaser.Input.Keyboard.Key[] = [];
|
||||
if (keyConfig.hasOwnProperty(b)) {
|
||||
for (let k of keyConfig[b])
|
||||
keys.push(this.scene.input.keyboard.addKey(k, false));
|
||||
mobileKeyConfig[Button[b]] = keys[0];
|
||||
}
|
||||
this.buttonKeys[b] = keys;
|
||||
}
|
||||
|
||||
initTouchControls(mobileKeyConfig);
|
||||
this.listenInputKeyboard();
|
||||
}
|
||||
|
||||
listenInputKeyboard(): void {
|
||||
this.buttonKeys.forEach((row, index) => {
|
||||
for (const key of row) {
|
||||
key.on('down', () => {
|
||||
this.events.emit('input_down', {
|
||||
controller_type: 'keyboard',
|
||||
button: index,
|
||||
});
|
||||
this.setLastProcessedMovementTime(index);
|
||||
});
|
||||
key.on('up', () => {
|
||||
this.events.emit('input_up', {
|
||||
controller_type: 'keyboard',
|
||||
button: index,
|
||||
});
|
||||
this.delLastProcessedMovementTime(index);
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
mapGamepad(id: string): GamepadConfig {
|
||||
id = id.toLowerCase();
|
||||
|
||||
if (id.includes('081f') && id.includes('e401')) {
|
||||
return pad_unlicensedSNES;
|
||||
} else if (id.includes('xbox') && id.includes('360')) {
|
||||
return pad_xbox360;
|
||||
} else if (id.includes('054c')) {
|
||||
return pad_dualshock;
|
||||
}
|
||||
|
||||
return pad_generic;
|
||||
}
|
||||
|
||||
/**
|
||||
* repeatInputDurationJustPassed returns true if @param button has been held down long
|
||||
* enough to fire a repeated input. A button must claim the buttonLock before
|
||||
* firing a repeated input - this is to prevent multiple buttons from firing repeatedly.
|
||||
*/
|
||||
repeatInputDurationJustPassed(button: Button): boolean {
|
||||
if (this.buttonLock === null || this.buttonLock !== button) {
|
||||
return false;
|
||||
}
|
||||
if (this.time.now - this.interactions[button].pressTime >= repeatInputDelayMillis) {
|
||||
this.buttonLock = null;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
setLastProcessedMovementTime(button: Button): void {
|
||||
if (!this.interactions.hasOwnProperty(button)) return;
|
||||
this.buttonLock = button;
|
||||
this.interactions[button].pressTime = this.time.now;
|
||||
}
|
||||
|
||||
delLastProcessedMovementTime(button: Button): void {
|
||||
if (!this.interactions.hasOwnProperty(button)) return;
|
||||
this.buttonLock = null;
|
||||
this.interactions[button].pressTime = null;
|
||||
}
|
||||
}
|
|
@ -152,7 +152,7 @@ export function setSetting(scene: BattleScene, setting: Setting, value: integer)
|
|||
scene.gamepadSupport = settingOptions[setting][value] !== 'Disabled';
|
||||
break;
|
||||
case Setting.Swap_A_and_B:
|
||||
scene.setGamepadConfirm(settingOptions[setting][value] !== 'Enabled');
|
||||
scene.abSwapped = settingOptions[setting][value] !== 'Disabled';
|
||||
break;
|
||||
case Setting.Touch_Controls:
|
||||
scene.enableTouchControls = settingOptions[setting][value] !== 'Disabled' && hasTouchscreen();
|
||||
|
|
|
@ -0,0 +1,154 @@
|
|||
import Phaser from "phaser";
|
||||
import {Mode} from "./ui/ui";
|
||||
import {InputsController} from "./inputs-controller";
|
||||
import MessageUiHandler from "./ui/message-ui-handler";
|
||||
import StarterSelectUiHandler from "./ui/starter-select-ui-handler";
|
||||
import {Setting, settingOptions} from "./system/settings";
|
||||
import SettingsUiHandler from "./ui/settings-ui-handler";
|
||||
import {Button} from "./enums/buttons";
|
||||
|
||||
export interface ActionKeys {
|
||||
[key in Button]: () => void;
|
||||
}
|
||||
|
||||
export class UiInputs {
|
||||
private scene: Phaser.Scene;
|
||||
private events: Phaser.Events;
|
||||
private inputsController: InputsController;
|
||||
|
||||
constructor(scene: Phaser.Scene, inputsController: InputsController) {
|
||||
this.scene = scene;
|
||||
this.inputsController = inputsController;
|
||||
this.init();
|
||||
}
|
||||
|
||||
init(): void {
|
||||
this.events = this.inputsController.events;
|
||||
this.listenInputs();
|
||||
}
|
||||
|
||||
listenInputs(): void {
|
||||
this.events.on('input_down', (event) => {
|
||||
const actions = this.getActionsKeyDown();
|
||||
if (!actions.hasOwnProperty(event.button)) return;
|
||||
actions[event.button]();
|
||||
}, this);
|
||||
|
||||
this.events.on('input_up', (event) => {
|
||||
const actions = this.getActionsKeyUp();
|
||||
if (!actions.hasOwnProperty(event.button)) return;
|
||||
actions[event.button]();
|
||||
}, this);
|
||||
}
|
||||
|
||||
doVibration(inputSuccess: boolean, vibrationLength: number): void {
|
||||
if (inputSuccess && this.scene.enableVibration && typeof navigator.vibrate !== 'undefined')
|
||||
navigator.vibrate(vibrationLength);
|
||||
}
|
||||
|
||||
getActionsKeyDown(): ActionKeys {
|
||||
const actions = {};
|
||||
actions[Button.UP] = () => this.buttonDirection(Button.UP);
|
||||
actions[Button.DOWN] = () => this.buttonDirection(Button.DOWN);
|
||||
actions[Button.LEFT] = () => this.buttonDirection(Button.LEFT);
|
||||
actions[Button.RIGHT] = () => this.buttonDirection(Button.RIGHT);
|
||||
actions[Button.SUBMIT] = () => this.buttonTouch();
|
||||
actions[Button.ACTION] = () => this.buttonAb(Button.ACTION);
|
||||
actions[Button.CANCEL] = () => this.buttonAb(Button.CANCEL);
|
||||
actions[Button.MENU] = () => this.buttonMenu();
|
||||
actions[Button.STATS] = () => this.buttonStats(true);
|
||||
actions[Button.CYCLE_SHINY] = () => this.buttonCycleOption(Button.CYCLE_SHINY);
|
||||
actions[Button.CYCLE_FORM] = () => this.buttonCycleOption(Button.CYCLE_FORM);
|
||||
actions[Button.CYCLE_GENDER] = () => this.buttonCycleOption(Button.CYCLE_GENDER);
|
||||
actions[Button.CYCLE_ABILITY] = () => this.buttonCycleOption(Button.CYCLE_ABILITY);
|
||||
actions[Button.CYCLE_NATURE] = () => this.buttonCycleOption(Button.CYCLE_NATURE);
|
||||
actions[Button.CYCLE_VARIANT] = () => this.buttonCycleOption(Button.CYCLE_VARIANT);
|
||||
actions[Button.SPEED_UP] = () => this.buttonSpeedChange();
|
||||
actions[Button.SLOW_DOWN] = () => this.buttonSpeedChange(false);
|
||||
return actions;
|
||||
}
|
||||
|
||||
getActionsKeyUp(): ActionKeys {
|
||||
const actions = {};
|
||||
actions[Button.STATS] = () => this.buttonStats(false);
|
||||
return actions;
|
||||
}
|
||||
|
||||
buttonDirection(direction: Button): void {
|
||||
const inputSuccess = this.scene.ui.processInput(direction);
|
||||
const vibrationLength = 5;
|
||||
this.doVibration(inputSuccess, vibrationLength);
|
||||
}
|
||||
|
||||
buttonAb(button: Button): void {
|
||||
this.scene.ui.processInput(button);
|
||||
}
|
||||
|
||||
buttonTouch(): void {
|
||||
this.scene.ui.processInput(Button.SUBMIT) || this.scene.ui.processInput(Button.ACTION);
|
||||
}
|
||||
|
||||
buttonStats(pressed: boolean = true): void {
|
||||
if (pressed) {
|
||||
for (let p of this.scene.getField().filter(p => p?.isActive(true)))
|
||||
p.toggleStats(true);
|
||||
} else {
|
||||
for (let p of this.scene.getField().filter(p => p?.isActive(true)))
|
||||
p.toggleStats(false);
|
||||
}
|
||||
}
|
||||
|
||||
buttonMenu(): void {
|
||||
if (this.scene.disableMenu)
|
||||
return;
|
||||
switch (this.scene.ui?.getMode()) {
|
||||
case Mode.MESSAGE:
|
||||
if (!(this.scene.ui.getHandler() as MessageUiHandler).pendingPrompt)
|
||||
return;
|
||||
case Mode.TITLE:
|
||||
case Mode.COMMAND:
|
||||
case Mode.FIGHT:
|
||||
case Mode.BALL:
|
||||
case Mode.TARGET_SELECT:
|
||||
case Mode.SAVE_SLOT:
|
||||
case Mode.PARTY:
|
||||
case Mode.SUMMARY:
|
||||
case Mode.STARTER_SELECT:
|
||||
case Mode.CONFIRM:
|
||||
case Mode.OPTION_SELECT:
|
||||
this.scene.ui.setOverlayMode(Mode.MENU);
|
||||
break;
|
||||
case Mode.MENU:
|
||||
case Mode.SETTINGS:
|
||||
case Mode.ACHIEVEMENTS:
|
||||
this.scene.ui.revertMode();
|
||||
this.scene.playSound('select');
|
||||
break;
|
||||
default:
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
buttonCycleOption(button: Button): void {
|
||||
if (this.scene.ui?.getHandler() instanceof StarterSelectUiHandler) {
|
||||
this.scene.ui.processInput(button);
|
||||
}
|
||||
}
|
||||
|
||||
buttonSpeedChange(up = true): void {
|
||||
if (up) {
|
||||
if (this.scene.gameSpeed < 5) {
|
||||
this.scene.gameData.saveSetting(Setting.Game_Speed, settingOptions[Setting.Game_Speed].indexOf(`${this.scene.gameSpeed}x`) + 1);
|
||||
if (this.scene.ui?.getMode() === Mode.SETTINGS)
|
||||
(this.scene.ui.getHandler() as SettingsUiHandler).show([]);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (this.scene.gameSpeed > 1) {
|
||||
this.scene.gameData.saveSetting(Setting.Game_Speed, Math.max(settingOptions[Setting.Game_Speed].indexOf(`${this.scene.gameSpeed}x`) - 1, 0));
|
||||
if (this.scene.ui?.getMode() === Mode.SETTINGS)
|
||||
(this.scene.ui.getHandler() as SettingsUiHandler).show([]);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -1,10 +1,11 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { TextStyle, addTextObject } from "./text";
|
||||
import { Mode } from "./ui";
|
||||
import UiHandler from "./ui-handler";
|
||||
import { addWindow } from "./ui-theme";
|
||||
import * as Utils from "../utils";
|
||||
import { argbFromRgba } from "@material/material-color-utilities";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export interface OptionSelectConfig {
|
||||
xOffset?: number;
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { Achv, achvs } from "../system/achv";
|
||||
import MessageUiHandler from "./message-ui-handler";
|
||||
import { TextStyle, addTextObject } from "./text";
|
||||
import { Mode } from "./ui";
|
||||
import { addWindow } from "./ui-theme";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export default class AchvsUiHandler extends MessageUiHandler {
|
||||
private achvsContainer: Phaser.GameObjects.Container;
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { Mode } from "./ui";
|
||||
import UiHandler from "./ui-handler";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export default abstract class AwaitableUiHandler extends UiHandler {
|
||||
protected awaitingActionInput: boolean;
|
||||
|
|
|
@ -1,11 +1,12 @@
|
|||
import { CommandPhase } from "../phases";
|
||||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { getPokeballName } from "../data/pokeball";
|
||||
import { addTextObject, TextStyle } from "./text";
|
||||
import { Command } from "./command-ui-handler";
|
||||
import { Mode } from "./ui";
|
||||
import UiHandler from "./ui-handler";
|
||||
import { addWindow } from "./ui-theme";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export default class BallUiHandler extends UiHandler {
|
||||
private pokeballSelectContainer: Phaser.GameObjects.Container;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { addBBCodeTextObject, addTextObject, getTextColor, TextStyle } from "./text";
|
||||
import { Mode } from "./ui";
|
||||
import * as Utils from "../utils";
|
||||
|
@ -6,6 +6,7 @@ import MessageUiHandler from "./message-ui-handler";
|
|||
import { getStatName, Stat } from "../data/pokemon-stat";
|
||||
import { addWindow } from "./ui-theme";
|
||||
import BBCodeText from "phaser3-rex-plugins/plugins/bbcodetext";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export default class BattleMessageUiHandler extends MessageUiHandler {
|
||||
private levelUpStatsContainer: Phaser.GameObjects.Container;
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
import { CommandPhase } from "../phases";
|
||||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { addTextObject, TextStyle } from "./text";
|
||||
import PartyUiHandler, { PartyUiMode } from "./party-ui-handler";
|
||||
import { Mode } from "./ui";
|
||||
import UiHandler from "./ui-handler";
|
||||
import i18next from '../plugins/i18n';
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export enum Command {
|
||||
FIGHT = 0,
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import AbstractOptionSelectUiHandler, { OptionSelectConfig } from "./abstact-option-select-ui-handler";
|
||||
import { Mode } from "./ui";
|
||||
import i18next from "i18next";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export default class ConfirmUiHandler extends AbstractOptionSelectUiHandler {
|
||||
private switchCheck: boolean;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { Mode } from "./ui";
|
||||
import { TextStyle, addTextObject, getEggTierTextTint } from "./text";
|
||||
import MessageUiHandler from "./message-ui-handler";
|
||||
|
@ -9,6 +9,7 @@ import { getPokemonSpecies } from "../data/pokemon-species";
|
|||
import { addWindow } from "./ui-theme";
|
||||
import { Tutorial, handleTutorial } from "../tutorial";
|
||||
import { EggTier } from "../data/enums/egg-type";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
const defaultText = 'Select a machine.';
|
||||
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { EggHatchPhase } from "../egg-hatch-phase";
|
||||
import { Mode } from "./ui";
|
||||
import UiHandler from "./ui-handler";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export default class EggHatchSceneHandler extends UiHandler {
|
||||
public eggHatchContainer: Phaser.GameObjects.Container;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { Mode } from "./ui";
|
||||
import PokemonIconAnimHandler, { PokemonIconAnimMode } from "./pokemon-icon-anim-handler";
|
||||
import { TextStyle, addTextObject } from "./text";
|
||||
|
@ -6,6 +6,7 @@ import MessageUiHandler from "./message-ui-handler";
|
|||
import { EGG_SEED, Egg, GachaType, getEggGachaTypeDescriptor, getEggHatchWavesMessage, getEggDescriptor } from "../data/egg";
|
||||
import * as Utils from "../utils";
|
||||
import { addWindow } from "./ui-theme";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export default class EggListUiHandler extends MessageUiHandler {
|
||||
private eggListContainer: Phaser.GameObjects.Container;
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import MessageUiHandler from "./message-ui-handler";
|
||||
import { TextStyle, addTextObject } from "./text";
|
||||
import { Mode } from "./ui";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export default class EvolutionSceneHandler extends MessageUiHandler {
|
||||
public evolutionContainer: Phaser.GameObjects.Container;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { addTextObject, TextStyle } from "./text";
|
||||
import { Type } from "../data/type";
|
||||
import { Command } from "./command-ui-handler";
|
||||
|
@ -8,6 +8,7 @@ import * as Utils from "../utils";
|
|||
import { CommandPhase } from "../phases";
|
||||
import { MoveCategory } from "#app/data/move.js";
|
||||
import i18next from '../plugins/i18n';
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export default class FightUiHandler extends UiHandler {
|
||||
private movesContainer: Phaser.GameObjects.Container;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { ModalConfig, ModalUiHandler } from "./modal-ui-handler";
|
||||
import { Mode } from "./ui";
|
||||
import { TextStyle, addTextInputObject, addTextObject } from "./text";
|
||||
|
@ -6,6 +6,7 @@ import { WindowVariant, addWindow } from "./ui-theme";
|
|||
import InputText from "phaser3-rex-plugins/plugins/inputtext";
|
||||
import * as Utils from "../utils";
|
||||
import i18next from '../plugins/i18n';
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export interface FormModalConfig extends ModalConfig {
|
||||
errorMessage?: string;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { TextStyle, addTextObject, getTextColor } from "./text";
|
||||
import { Mode } from "./ui";
|
||||
import UiHandler from "./ui-handler";
|
||||
|
@ -6,6 +6,7 @@ import { addWindow } from "./ui-theme";
|
|||
import * as Utils from "../utils";
|
||||
import { DexAttr, GameData } from "../system/game-data";
|
||||
import { speciesStarters } from "../data/pokemon-species";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
interface DisplayStat {
|
||||
label?: string;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import BattleScene, { Button, bypassLogin } from "../battle-scene";
|
||||
import BattleScene, { bypassLogin } from "../battle-scene";
|
||||
import { TextStyle, addTextObject } from "./text";
|
||||
import { Mode } from "./ui";
|
||||
import * as Utils from "../utils";
|
||||
|
@ -9,6 +9,7 @@ import { OptionSelectConfig, OptionSelectItem } from "./abstact-option-select-ui
|
|||
import { Tutorial, handleTutorial } from "../tutorial";
|
||||
import { updateUserInfo } from "../account";
|
||||
import i18next from '../plugins/i18n';
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export enum MenuOptions {
|
||||
GAME_SETTINGS,
|
||||
|
|
|
@ -1,8 +1,9 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { TextStyle, addTextObject } from "./text";
|
||||
import { Mode } from "./ui";
|
||||
import UiHandler from "./ui-handler";
|
||||
import { WindowVariant, addWindow } from "./ui-theme";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export interface ModalConfig {
|
||||
buttonActions: Function[];
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { getPlayerShopModifierTypeOptionsForWave, ModifierTypeOption } from "../modifier/modifier-type";
|
||||
import { getPokeballAtlasKey, PokeballType } from "../data/pokeball";
|
||||
import { addTextObject, getModifierTierTextTint, getTextColor, TextStyle } from "./text";
|
||||
|
@ -6,6 +6,7 @@ import AwaitableUiHandler from "./awaitable-ui-handler";
|
|||
import { Mode } from "./ui";
|
||||
import { LockModifierTiersModifier, PokemonHeldItemModifier } from "../modifier/modifier";
|
||||
import { handleTutorial, Tutorial } from "../tutorial";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export const SHOP_OPTIONS_ROW_LIMIT = 6;
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
import { CommandPhase } from "../phases";
|
||||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { PlayerPokemon, PokemonMove } from "../field/pokemon";
|
||||
import { addTextObject, TextStyle } from "./text";
|
||||
import { Command } from "./command-ui-handler";
|
||||
|
@ -16,6 +16,7 @@ import { pokemonEvolutions } from "../data/pokemon-evolutions";
|
|||
import { addWindow } from "./ui-theme";
|
||||
import { SpeciesFormChangeItemTrigger } from "../data/pokemon-forms";
|
||||
import { getVariantTint } from "#app/data/variant";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
const defaultMessage = 'Choose a Pokémon.';
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { gameModes } from "../game-mode";
|
||||
import { SessionSaveData } from "../system/game-data";
|
||||
import { TextStyle, addTextObject } from "./text";
|
||||
|
@ -9,6 +9,7 @@ import PokemonData from "../system/pokemon-data";
|
|||
import { PokemonHeldItemModifier } from "../modifier/modifier";
|
||||
import MessageUiHandler from "./message-ui-handler";
|
||||
import i18next from "i18next";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
const sessionSlotCount = 5;
|
||||
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { Setting, reloadSettings, settingDefaults, settingOptions } from "../system/settings";
|
||||
import { hasTouchscreen, isMobile } from "../touch-controls";
|
||||
import { TextStyle, addTextObject } from "./text";
|
||||
import { Mode } from "./ui";
|
||||
import UiHandler from "./ui-handler";
|
||||
import { addWindow } from "./ui-theme";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export default class SettingsUiHandler extends UiHandler {
|
||||
private settingsContainer: Phaser.GameObjects.Container;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import BattleScene, { Button, starterColors } from "../battle-scene";
|
||||
import BattleScene, { starterColors } from "../battle-scene";
|
||||
import PokemonSpecies, { allSpecies, getPokemonSpecies, getPokemonSpeciesForm, speciesStarters, starterPassiveAbilities } from "../data/pokemon-species";
|
||||
import { Species } from "../data/enums/species";
|
||||
import { TextStyle, addBBCodeTextObject, addTextObject } from "./text";
|
||||
|
@ -28,6 +28,7 @@ import { OptionSelectItem } from "./abstact-option-select-ui-handler";
|
|||
import { pokemonPrevolutions } from "#app/data/pokemon-evolutions";
|
||||
import { Variant, getVariantTint } from "#app/data/variant";
|
||||
import i18next from "i18next";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export type StarterSelectCallback = (starters: Starter[]) => void;
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import BattleScene, { Button, starterColors } from "../battle-scene";
|
||||
import BattleScene, { starterColors } from "../battle-scene";
|
||||
import { Mode } from "./ui";
|
||||
import UiHandler from "./ui-handler";
|
||||
import * as Utils from "../utils";
|
||||
|
@ -19,6 +19,7 @@ import { Nature, getNatureStatMultiplier } from "../data/nature";
|
|||
import { loggedInUser } from "../account";
|
||||
import { PlayerGender } from "../system/game-data";
|
||||
import { Variant, getVariantTint } from "#app/data/variant";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
enum Page {
|
||||
PROFILE,
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
import { BattlerIndex } from "../battle";
|
||||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { Moves } from "../data/enums/moves";
|
||||
import { Mode } from "./ui";
|
||||
import UiHandler from "./ui-handler";
|
||||
import * as Utils from "../utils";
|
||||
import { getMoveTargets } from "../data/move";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export type TargetSelectCallback = (cursor: integer) => void;
|
||||
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { TextStyle, getTextColor } from "./text";
|
||||
import UI, { Mode } from "./ui";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export default abstract class UiHandler {
|
||||
protected scene: BattleScene;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import { Button, default as BattleScene } from '../battle-scene';
|
||||
import { default as BattleScene } from '../battle-scene';
|
||||
import UiHandler from './ui-handler';
|
||||
import BattleMessageUiHandler from './battle-message-ui-handler';
|
||||
import CommandUiHandler from './command-ui-handler';
|
||||
|
@ -35,6 +35,7 @@ import SavingIconHandler from './saving-icon-handler';
|
|||
import UnavailableModalUiHandler from './unavailable-modal-ui-handler';
|
||||
import OutdatedModalUiHandler from './outdated-modal-ui-handler';
|
||||
import SessionReloadModalUiHandler from './session-reload-modal-ui-handler';
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
export enum Mode {
|
||||
MESSAGE,
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
import BattleScene, { Button } from "../battle-scene";
|
||||
import BattleScene from "../battle-scene";
|
||||
import { Voucher, getVoucherTypeIcon, getVoucherTypeName, vouchers } from "../system/voucher";
|
||||
import MessageUiHandler from "./message-ui-handler";
|
||||
import { TextStyle, addTextObject } from "./text";
|
||||
import { Mode } from "./ui";
|
||||
import { addWindow } from "./ui-theme";
|
||||
import {Button} from "../enums/buttons";
|
||||
|
||||
const itemRows = 4;
|
||||
const itemCols = 17;
|
||||
|
|
Loading…
Reference in New Issue