Commit Graph

853 Commits

Author SHA1 Message Date
Josh Goldberg fdc1254ee9 Used lambdas instead of .bind in Input settings
InputWritr no longer takes in event information, so that needs to be
passed manually.
2017-03-31 11:37:56 +01:00
syo c8ccfea122 Added custom EventNames inheritor specific to FSP (#424) 2017-03-20 13:07:05 -07:00
Josh Goldberg b2f5f14a27 Correctly piped battle ending animations (#422)
* Correctly piped battle ending animations

* Fixed shadowed variable in Ending.ts
2017-02-20 21:39:11 -08:00
Josh Goldberg 20628001ae Updated .travis.yml to be faster (#421)
No before_script installation of gulp
2017-02-20 20:56:22 -08:00
Josh Goldberg 91258b6a08 Added "Modifying actors" blurb to Battles.md (#420) 2017-02-20 20:52:48 -08:00
Josh Goldberg dda2eaef97 Re-added the Oak lab rival battle (#419)
* Fixed battles' keptThings to be behind backgrounds

The white background text Thing was behing placed first *after* they
were already moved to first, resulting in keptThings being on top of it
during battle. Super awkward.

* Fixed CHARMANDERFront sprite crashes

Another case of the sprite being too big.

* Re-added OakIntroRivalBattleCutscene's battle

Some texts are wrong, but otherwise it starts

* Fixed bug with attackingTeam move choices

It was passing the move object instead of the move name. Result of
https://github.com/FullScreenShenanigans/NumberMakr/issues/6.

Also fixed OakIntroRivalBattleCutscene to define the leader.

* Fixed up battle onComplete piping

* Fixed routine names for OakIntroRivalLeavesCutscene

They all had a "Leaves" prefix, which shouldn't have been there.

* Re-added in-battle ending dialogs

* Fixed casing for battle animations

* Moved afterBattle to end of IBattleTextGenerators

Related to one of the open TSLint bugs with `member-ordering`.
2017-02-20 20:45:34 -08:00
Josh Goldberg 6afdeb85e3 Battle improvements (#413)
* Bugfix: opponent animator was using player actor

* Changed sample battle doc to include a Charizard

Fixed up the sprite to correctly be height 64.
2017-02-18 23:05:41 -08:00
Josh Goldberg dfc90e915c Moved Menus tests out of /FullScreenPokemon 2017-02-18 22:30:19 -08:00
Josh Goldberg 4a26b64a79 Added brief isCharacterTouchingCharacter tests (#412)
Nothing yet for tolerance. It's a good start.
2017-02-18 22:26:55 -08:00
Josh Goldberg 1fe355c196 Added brief guide on battles (#411)
Fixes #331.
2017-02-18 16:26:37 -08:00
Josh Goldberg 83d82cc4c8 Added grid snapping on walking continuations (#409)
Fixes #349.

I'd like to eventually figure out what is causing walking characters to become offset by 1. Will file a followup issue.
2017-02-18 15:03:12 -08:00
Josh Goldberg da84088766 Fixed into's horizontal sliding amounts (#408)
They weren't large enough, thanks to the removal of unitsize.
2017-02-18 14:43:45 -08:00
Josh Goldberg 9323ccfe60 Fixed "GROWL" name in Moves constants 2017-01-28 15:48:06 -08:00
Josh Goldberg 6deb820072 Lazified battles, cutscenes, cycling, fishing
Also removed now-failing no-trailing-whitespace rule.
2017-01-28 15:41:13 -08:00
Josh Goldberg 32fb50f53d Updated GamesRunner, FPSAnalyzr, ModAttachr 2017-01-25 00:42:53 -08:00
Josh Goldberg 4795e68d30 Complete battles refactor (#403)
* Started bringing in refactored BattleMovr

Wiped out most code that deals with battles, either by real deletion or
commenting out. Clean slate!

* Started clearing battle transitions, animations

* Partially fleshed out player battle selector

* Fixed up battle options to be mostly optional

* Started on battle visuals

* Added visual setup for Things

* Reworked battles through the player selector

Got rid of the dependency on ScenePlayr (filed #396), and moved to using
animation components.

* Added player Pokemon entrance animations

Reworked battle animations to be more componentized

* Started on the player's health display

It's a bit offset, but it's a start.

* Fixed the initial opponent battle health display

* Fleshed out pokeball displays pre-health

* Fixed up the stats menu

* Fixed sizes for secondary stats menu

* Added ActionsOrderer for battles

Still needs to have the opponent's actions added.

* Fleshed out the OpponentSelector

It (mostly correctly) takes into accord the standard RBY equations.

A couple of major todos:
* Items, in general
* Effects for moves other than Growl will need to be filled out.
* Lorelei!

* Moved EffectTarget, IEffectBase to constants

* Got repeatable action selection to work

Constants for battles are now split into Modifications and Texts.

* Brought in BattleMovr's ITeamAndAction

* Added player fleeing

It doesn't actually work beyond calling BattleMovr's stopBattle, mind
you. The onComplete callback for that still needs to be implemented.

* Split ending animations into Ending class

* Added Pokemon switching

* Switched battle texts to be generators

* Genericized switching animations

Added a new "shared" directory with settings that the teams' animators
can implement.

* Moved all sub-animations to shared

Also added the initial Damage, Missed, Statistics, Statuses, and
Switching skeletons.

* Fixed Effects to actually call onComplete

Also added Scratch, Tackle effects

* Added health bar changing for damage

* Added fainting for switching

* Commented GrowlMove.ts

* Added most of the previously implemented moves

Skipping a couple because their sprites are missing.

* Fixed missing type in Battles component

* Fixed casing for Battles texts import

* Removed [i: number] from raw maps

* Re-added number keys for raw maps

`src:tsc` fails for this on Travis but not locally...
2017-01-16 21:38:31 -08:00
Daniel Stiner baac79ffac Fix casing on sounds directory path (#399) 2017-01-08 19:46:56 -08:00
Josh Goldberg cb09017a7f Removed manual setThingSprite calls (#392)
* Removed manual setThingSprite calls

Also fixed a few sprites that had too much data.

* Fixed sprite signatures in Fishing.ts

* Fixed too-long Fence sprites

* Fixed BattleSprit*e* typo

* Removed trailing transparent zeros from sprites

Very large operation. Source script:

```javascript
const fs = require("fs");
const filePath = "C:/Code/FullScreenPokemon/src/settings/Sprites.ts"
let fullText = fs.readFileSync(filePath).toString();

while (true) {
const spriteIndex = fullText.search(/\"p\[0\,.*?x0.{1,3},\"/g);
if (spriteIndex === -1) {
break;
}

const endQuoteIndex = fullText.indexOf(`"`, spriteIndex + 1);
const endXStart = fullText.lastIndexOf("x", endQuoteIndex);

fullText = [
fullText.slice(0, endXStart),
fullText.slice(endQuoteIndex)
].join("");
}

fs.writeFileSync(filePath, fullText);
```

* Fixed height for BattleSpriteBack
2017-01-03 02:31:33 -05:00
Josh Goldberg 2a37d937a6 Refactored mods into components (#391)
* Moved mods into their own component classes

* Added mods to resetComponents

* Fixed TSLitn warnings in SpeedrunnerMod.ts

* Removed unnecessary scope settings
2017-01-02 18:18:10 -05:00
Josh Goldberg 74c2fa3a23 Updated for latest ObjectMakr
Pro: Lazy loaded classes -> loading time cut by over half!
Con: More strictly typed.
2016-12-31 02:39:27 -05:00
Josh Goldberg 18d3bd5221 Fixed 404ing link on README.md 2016-12-30 18:29:26 -05:00
Josh Goldberg 3149b8051c Removed pending note from README.md 2016-12-30 18:02:24 -05:00
Josh Goldberg 69bd6bf8ed Fixed battleModifications casing in Equations.ts 2016-12-30 17:55:31 -05:00
Josh Goldberg c69dd63a3b Fixed battleModifications casing in constants 2016-12-30 17:51:20 -05:00
Josh Goldberg dc6dd074b5 Fixed ISettings typo in fakes.ts 2016-12-30 17:19:40 -05:00