From 218da95a4b387ee5ac25f168d1529419039f2e54 Mon Sep 17 00:00:00 2001 From: Daniel Weipert Date: Sat, 19 Aug 2023 13:18:54 +0200 Subject: refactor: enemy -> opponent, State.monsters~ -> State.Trainer.monsters --- resources/js/classes/State.js | 25 +-- resources/js/classes/Technique.js | 10 +- resources/js/classes/Trainer.js | 16 ++ resources/js/classes/utility/TechniqueEffect.js | 15 +- resources/js/game.js | 216 +++++------------------- resources/js/main.js | 21 ++- resources/js/memory.js | 149 ++++++++++++++++ resources/js/ui.js | 70 ++++---- 8 files changed, 284 insertions(+), 238 deletions(-) create mode 100644 resources/js/classes/Trainer.js create mode 100644 resources/js/memory.js (limited to 'resources/js') diff --git a/resources/js/classes/State.js b/resources/js/classes/State.js index c0065d1..99a642c 100644 --- a/resources/js/classes/State.js +++ b/resources/js/classes/State.js @@ -2,37 +2,30 @@ class State { /** * @type {number} */ - money = 0; + turn = 0; /** - * @type {Monster[]} + * @type {number} */ - monsters = []; + money = 0; /** - * @type {InventoryItem[]} + * @type {Monster[]} */ - inventory = []; + monsters = []; /** - * @type {Monster[]} + * @type {Trainer} */ - partyMonsters = []; + player = null; /** - * @type {Monster} + * @type {Trainer} */ - activeMonster = null; + opponent = null; /** * @type {Technique} */ activeTechnique = null; - - enemy = { - /** - * @type {Monster} - */ - monster: null, - }; }; diff --git a/resources/js/classes/Technique.js b/resources/js/classes/Technique.js index 39028be..74783a2 100644 --- a/resources/js/classes/Technique.js +++ b/resources/js/classes/Technique.js @@ -33,6 +33,10 @@ class Technique { return DB.techniques[this.slug].sfx; } + get healingPower() { + return DB.techniques[this.slug].healing_power; + } + /** * @returns {string[]} */ @@ -45,15 +49,15 @@ class Technique { } isRecharging () { - if (this.turnLastUse >= Game.turn) { + if (this.turnLastUse >= Memory.state.turn) { return false; } - return this.rechargeLength > Game.turn - this.turnLastUse; + return this.rechargeLength > Memory.state.turn - this.turnLastUse; } use () { - this.turnLastUse = Game.turn; + this.turnLastUse = Memory.state.turn; } get accuracy () { diff --git a/resources/js/classes/Trainer.js b/resources/js/classes/Trainer.js new file mode 100644 index 0000000..668c92b --- /dev/null +++ b/resources/js/classes/Trainer.js @@ -0,0 +1,16 @@ +class Trainer { + /** + * @type {Monster[]} + */ + monsters = []; + + /** + * @type {InventoryItem[]} + */ + inventory = []; + + /** + * @type {Monster} + */ + activeMonster = []; +} diff --git a/resources/js/classes/utility/TechniqueEffect.js b/resources/js/classes/utility/TechniqueEffect.js index 10e9399..852efad 100644 --- a/resources/js/classes/utility/TechniqueEffect.js +++ b/resources/js/classes/utility/TechniqueEffect.js @@ -5,10 +5,15 @@ class TechniqueEffect { type = ''; /** - * @type {(('user' | 'target')|Monster)} + * @type {('user' | 'target')} */ recipient = null; + /** + * @type {Monster[]} + */ + recipients = []; + /** * @type {('give' | 'remove')} */ @@ -56,8 +61,8 @@ class TechniqueEffect { * @type {Monster} */ setUser (user) { - if (this.recipient === 'user') { - this.recipient = user; + if (['user', 'both'].includes(this.recipient)) { + this.recipients.push(user); } } @@ -65,8 +70,8 @@ class TechniqueEffect { * @type {Monster} */ setTarget (target) { - if (this.recipient === 'target') { - this.recipient = target; + if (['target', 'both'].includes(this.recipient)) { + this.recipients.push(target); } } } diff --git a/resources/js/game.js b/resources/js/game.js index f68e2fb..833265e 100644 --- a/resources/js/game.js +++ b/resources/js/game.js @@ -1,6 +1,3 @@ -const state = new State(); - - const Game = { phases: { preAction: [], @@ -9,140 +6,12 @@ const Game = { }, didTechniqueHit: false, - turn: 0, - - - /** - * @returns {string} - */ - save () { - const saveMonster = (monsterData, monsterState) => { - monsterData.level = monsterState.level; - monsterData.hp = monsterState.hp; - - if (monsterData.statusEffect && monsterData.statusEffect.slug === 'lifeleech') { - monsterData.statusEffect = null; - } - - return monsterData; - }; - - const saveData = JSON.parse(JSON.stringify(state)); - - for (const idx in saveData.monsters) { - saveData.monsters[idx] = saveMonster(saveData.monsters[idx], state.monsters[idx]); - } - - for (const idx in saveData.partyMonsters) { - saveData.partyMonsters[idx] = saveMonster(saveData.partyMonsters[idx], state.partyMonsters[idx]); - } - - saveData.activeMonsterIdx = state.partyMonsters.indexOf(state.activeMonster); - - saveData.enemy.monster = saveMonster(saveData.enemy.monster, state.enemy.monster); - - return btoa(JSON.stringify(saveData)); - }, - - /** - * @param {string} saveData - */ - async load (saveData) { - /** - * @param {Monster} monsterData - */ - const loadMonster = async (monsterData) => { - const monster = await fetchMonster(monsterData.slug); - - monster.level = monsterData.level; - monster.hp = monsterData.hp; - monster.exp = monsterData.exp; - monster.tasteWarm = monsterData.tasteWarm; - monster.tasteCold = monsterData.tasteCold; - monster.gender = monsterData.gender; - monster.heldItem = await loadItem(monsterData.heldItem); - monster.statusEffect = await loadStatusEffect(monsterData.statusEffect); - monster.statModifiers = monsterData.statModifiers; - monster.experienceModifier = monsterData.experienceModifier; - monster.moneyModifier = monsterData.moneyModifier; - monster.activeTechniques = await Promise.all(monsterData.activeTechniques.map(async (technique) => { - return loadTechnique(technique); - })); - - return monster; - }; - - /** - * @param {InventoryItem} inventoryItemData - */ - const loadInventoryItem = async (inventoryItemData) => { - const inventoryItem = new InventoryItem(await fetchItem(inventoryItemData.item.slug)); - - inventoryItem.quantity = inventoryItemData.quantity; - - return inventoryItem; - }; - - /** - * @param {Item} itemData - */ - const loadItem = async (itemData) => { - if (!itemData) { - return null; - } - - const item = await fetchItem(itemData.slug); - - return item; - }; - - /** - * @param {StatusEffect} statusEffectData - */ - const loadStatusEffect = async (statusEffectData) => { - if (!statusEffectData) { - return null; - } - - const statusEffect = await fetchStatusEffect(statusEffectData.slug); - - statusEffect.turnsLeft = statusEffectData.turnsLeft; - - return statusEffect; - }; - - /** - * @param {Technique} techniqueData - */ - const loadTechnique = async (techniqueData) => { - const technique = await fetchTechnique(techniqueData.slug); - - return technique; - }; - - /** - * @type {State} - */ - const loadedState = JSON.parse(atob(saveData)); - - state.money = loadedState.money; - state.monsters = await Promise.all(loadedState.monsters.map(async (monsterData) => await loadMonster(monsterData))); - state.inventory = await Promise.all(loadedState.inventory.map(async (itemData) => await loadInventoryItem(itemData))); - state.partyMonsters = await Promise.all(loadedState.partyMonsters.map(async (monsterData) => await loadMonster(monsterData))); - state.activeMonster = state.partyMonsters[loadedState.activeMonsterIdx]; - state.activeTechnique = await loadTechnique(loadedState.activeTechnique); - state.enemy.monster = await loadMonster(loadedState.enemy.monster); - - UI.drawEnemyMonster(); - UI.drawActiveMonster(); - UI.drawActiveTechniques(); - }, async progressTurn () { - Game.turn++; + Memory.state.turn++; - await Game.applyStatusEffect(state.enemy.monster); - await Game.applyStatusEffect(state.activeMonster); + await Game.applyStatusEffect(Memory.state.opponent.activeMonster); + await Game.applyStatusEffect(Memory.state.player.activeMonster); for (const event of Game.phases.preAction) { event(); @@ -157,30 +26,30 @@ const Game = { } Game.phases.postAction = []; - // enemy defeated - if (state.enemy.monster.hp <= 0) { + // opponent defeated + if (Memory.state.opponent.activeMonster.hp <= 0) { // money - state.money += state.enemy.monster.level * state.enemy.monster.moneyModifier; + Memory.state.money += Memory.state.opponent.activeMonster.level * Memory.state.opponent.activeMonster.moneyModifier; // exp - state.activeMonster.exp += calculateAwardedExperience(state.enemy.monster, [state.activeMonster])[0]; + Memory.state.player.activeMonster.exp += calculateAwardedExperience(Memory.state.opponent.activeMonster, [Memory.state.player.activeMonster])[0]; - if (state.activeMonster.canLevelUp()) { - state.activeMonster.levelUp(); + if (Memory.state.player.activeMonster.canLevelUp()) { + Memory.state.player.activeMonster.levelUp(); } - if (state.activeMonster.canEvolve()) { - await fetchMonster(state.activeMonster.evolutions[0].monster_slug); - state.activeMonster.evolve(); + if (Memory.state.player.activeMonster.canEvolve()) { + await fetchMonster(Memory.state.player.activeMonster.evolutions[0].monster_slug); + Memory.state.player.activeMonster.evolve(); } - await Game.spawnEnemyMonster(); + await Game.spawnOpponentMonster(); } - UI.drawEnemyMonster(); + UI.drawOpponentMonster(); UI.drawActiveMonster(); UI.drawActiveTechniques(); - UI.elements.money.textContent = `${state.money} €`; + UI.elements.money.textContent = `${Memory.state.money} €`; }, /** @@ -239,12 +108,12 @@ const Game = { // damage if (['damage', 'splash', 'area'].includes(techniqueEffect.type)) { Game.phases.action.push(() => { - const damage = simpleDamageCalculation(state.activeTechnique, state.activeMonster, state.enemy.monster); + const damage = simpleDamageCalculation(technique, user, target); - state.enemy.monster.hp -= damage; + target.hp -= damage; const damageNode = UI.createDamage(damage); - UI.applyMultiplierToDamage(damageNode, simpleDamageMultiplier(state.activeTechnique.types, state.enemy.monster.types)); - UI.applyTechniqueToDamage(damageNode, state.activeTechnique); + UI.applyMultiplierToDamage(damageNode, simpleDamageMultiplier(technique.types, target.types)); + UI.applyTechniqueToDamage(damageNode, technique); UI.drawDamage(damageNode); UI.drawTechniqueAnimation(technique); }); @@ -254,10 +123,10 @@ const Game = { else if (techniqueEffect.type === 'money') { Game.phases.action.push(() => { const money = Math.max(1, Math.floor(Math.random() * target.level)); - state.money += money; + Memory.state.money += money; const damageNode = UI.createDamage(`${money} €`); - UI.applyTechniqueToDamage(damageNode, state.activeTechnique); + UI.applyTechniqueToDamage(damageNode, technique); UI.drawDamage(damageNode); UI.drawTechniqueAnimation(technique); }); @@ -265,7 +134,10 @@ const Game = { // healing else if (techniqueEffect.type === 'healing') { - techniqueEffect.recipient.hp = techniqueEffect.recipient.stats.hp; + for (const recipient of techniqueEffect.recipients) { + console.log((user.level + 7) * technique.healingPower); + recipient.hp += (user.level + 7) * technique.healingPower; + } } // enhance @@ -287,10 +159,12 @@ const Game = { const success = technique.potency >= potency; if (success) { - // TODO: check replace - if (techniqueEffect.recipient.statusEffect) return; + for (const recipient of techniqueEffect.recipients) { + // TODO: check replace + if (recipient.statusEffect) continue; - techniqueEffect.recipient.statusEffect = statusEffect; + recipient.statusEffect = statusEffect; + } } }); @@ -426,14 +300,14 @@ const Game = { }); }, - async spawnEnemyMonster () { - state.enemy.monster = await fetchMonster(DB.allMonsters[Math.floor(Math.random() * DB.allMonsters.length)]); - state.enemy.monster.level = Math.ceil(Math.random() * state.activeMonster.level); + async spawnOpponentMonster () { + Memory.state.opponent.activeMonster = await fetchMonster(DB.allMonsters[Math.floor(Math.random() * DB.allMonsters.length)]); + Memory.state.opponent.activeMonster.level = Math.ceil(Math.random() * Memory.state.player.activeMonster.level); - // state.enemy.monster.experienceModifier = state.enemy.monster.level; - state.enemy.monster.moneyModifier = state.enemy.monster.level; + // Memory.state.opponent.activeMonster.experienceModifier = Memory.state.opponent.activeMonster.level; + Memory.state.opponent.activeMonster.moneyModifier = Memory.state.opponent.activeMonster.level; - UI.drawEnemyMonster(); + UI.drawOpponentMonster(); }, /** @@ -442,7 +316,7 @@ const Game = { async battleClick (event) { UI.battleClickEvent = event; - await Game.tryUseTechnique(state.activeTechnique, state.activeMonster, state.enemy.monster); + await Game.tryUseTechnique(Memory.state.activeTechnique, Memory.state.player.activeMonster, Memory.state.opponent.activeMonster); Game.progressTurn(); }, @@ -461,32 +335,32 @@ const Game = { } const idx = [...UI.elements.techniques.children].indexOf(target); - state.activeTechnique = state.activeMonster.activeTechniques[idx]; + Memory.state.activeTechnique = Memory.state.player.activeMonster.activeTechniques[idx]; // trigger battle click - const rect = UI.elements.battleEnemy.getBoundingClientRect(); + const rect = UI.elements.battleOpponent.getBoundingClientRect(); const xMin = rect.left + 64; const xMax = rect.right - 64; const yMin = rect.top + 32; const yMax = rect.bottom - 32; - UI.elements.battleEnemy.dispatchEvent(new MouseEvent('click', { + UI.elements.battleOpponent.dispatchEvent(new MouseEvent('click', { clientX: Math.random() * (xMax - xMin) + xMin, clientY: Math.random() * (yMax - yMin) + yMin, })); }, catchMonster () { - const caughtMonster = new Monster(state.enemy.monster.slug); + const caughtMonster = new Monster(Memory.state.opponent.activeMonster.slug); caughtMonster.initialize(); - caughtMonster.level = state.enemy.monster.level; + caughtMonster.level = Memory.state.opponent.activeMonster.level; - state.partyMonsters.push(caughtMonster); + Memory.state.player.monsters.push(caughtMonster); - Game.spawnEnemyMonster(); + Game.spawnOpponentMonster(); }, }; // Game click bindings -UI.elements.battleEnemy.addEventListener('click', Game.battleClick); +UI.elements.battleOpponent.addEventListener('click', Game.battleClick); UI.elements.techniques.addEventListener('click', Game.techniqueClick); UI.elements.menuCatch.addEventListener('click', Game.catchMonster); diff --git a/resources/js/main.js b/resources/js/main.js index d5bf6fe..a3568bf 100644 --- a/resources/js/main.js +++ b/resources/js/main.js @@ -3,10 +3,13 @@ const possibleStarterMonsters = ['budaye', 'dollfin', 'grintot', 'ignibus', 'memnomnom']; - // state.enemy.monster = await fetchMonster('grintot'); - state.enemy.monster = await fetchMonster(possibleStarterMonsters[Math.round(Math.random() * (possibleStarterMonsters.length - 1))]); + Memory.state.opponent = new Trainer(); + Memory.state.opponent.monsters = [ + await fetchMonster(possibleStarterMonsters[Math.round(Math.random() * (possibleStarterMonsters.length - 1))]) + ]; - state.partyMonsters = [ + Memory.state.player = new Trainer(); + Memory.state.player.monsters = [ await fetchMonster('dollfin'), await fetchMonster(possibleStarterMonsters[Math.round(Math.random() * (possibleStarterMonsters.length - 1))]), await fetchMonster('corvix'), @@ -19,12 +22,10 @@ await fetchMonster('dragarbor'), await fetchMonster('mk01_omega'), await fetchMonster('jelillow'), + await fetchMonster('picc'), ]; - state.activeMonster = state.partyMonsters[0]; - state.activeTechnique = state.activeMonster.activeTechniques[0]; - - state.inventory = [ + Memory.state.player.inventory = [ new InventoryItem(await fetchItem('tuxeball')), new InventoryItem(await fetchItem('ancient_egg')), new InventoryItem(await fetchItem('sweet_sand')), @@ -41,7 +42,11 @@ new InventoryItem(await fetchItem('revive')), ]; - UI.drawEnemyMonster(); + Memory.state.opponent.activeMonster = Memory.state.opponent.monsters[0]; + Memory.state.player.activeMonster = Memory.state.player.monsters[0]; + Memory.state.activeTechnique = Memory.state.player.activeMonster.activeTechniques[0]; + + UI.drawOpponentMonster(); UI.drawActiveMonster(); UI.drawActiveTechniques(); })(); diff --git a/resources/js/memory.js b/resources/js/memory.js new file mode 100644 index 0000000..81acf89 --- /dev/null +++ b/resources/js/memory.js @@ -0,0 +1,149 @@ +const Memory = { + /** + * @type {State} + */ + state: new State(), + + + /** + * @returns {string} + */ + save () { + const saveMonster = (monsterData, monsterState) => { + monsterData.level = monsterState.level; + monsterData.hp = monsterState.hp; + + if (monsterData.statusEffect && monsterData.statusEffect.slug === 'lifeleech') { + monsterData.statusEffect = null; + } + + return monsterData; + }; + + /** + * @type {State} + */ + const saveData = JSON.parse(JSON.stringify(Memory.state)); + + // monsters + for (const idx in saveData.monsters) { + saveData.monsters[idx] = saveMonster(saveData.monsters[idx], Memory.state.monsters[idx]); + } + + // player - monsters + for (const idx in saveData.player.monsters) { + saveData.player.monsters[idx] = saveMonster(saveData.player.monsters[idx], Memory.state.player.monsters[idx]); + } + + saveData.player.activeMonsterIdx = Memory.state.player.monsters.indexOf(Memory.state.player.activeMonster); + + // opponent - monsters + for (const idx in saveData.opponent.monsters) { + saveData.opponent.monsters[idx] = saveMonster(saveData.opponent.monsters[idx], Memory.state.opponent.monsters[idx]); + } + + saveData.opponent.activeMonsterIdx = Memory.state.opponent.monsters.indexOf(Memory.state.opponent.activeMonster); + + // hash + return btoa(JSON.stringify(saveData)); + }, + + /** + * @param {string} saveData + */ + async load (saveData) { + /** + * @param {Monster} monsterData + */ + const loadMonster = async (monsterData) => { + const monster = await fetchMonster(monsterData.slug); + + monster.level = monsterData.level; + monster.hp = monsterData.hp; + monster.exp = monsterData.exp; + monster.tasteWarm = monsterData.tasteWarm; + monster.tasteCold = monsterData.tasteCold; + monster.gender = monsterData.gender; + monster.heldItem = await loadItem(monsterData.heldItem); + monster.statusEffect = await loadStatusEffect(monsterData.statusEffect); + monster.statModifiers = monsterData.statModifiers; + monster.experienceModifier = monsterData.experienceModifier; + monster.moneyModifier = monsterData.moneyModifier; + monster.activeTechniques = await Promise.all(monsterData.activeTechniques.map(async (technique) => { + return loadTechnique(technique); + })); + + return monster; + }; + + /** + * @param {InventoryItem} inventoryItemData + */ + const loadInventoryItem = async (inventoryItemData) => { + const inventoryItem = new InventoryItem(await fetchItem(inventoryItemData.item.slug)); + + inventoryItem.quantity = inventoryItemData.quantity; + + return inventoryItem; + }; + + /** + * @param {Item} itemData + */ + const loadItem = async (itemData) => { + if (!itemData) { + return null; + } + + const item = await fetchItem(itemData.slug); + + return item; + }; + + /** + * @param {StatusEffect} statusEffectData + */ + const loadStatusEffect = async (statusEffectData) => { + if (!statusEffectData) { + return null; + } + + const statusEffect = await fetchStatusEffect(statusEffectData.slug); + + statusEffect.turnsLeft = statusEffectData.turnsLeft; + + return statusEffect; + }; + + /** + * @param {Technique} techniqueData + */ + const loadTechnique = async (techniqueData) => { + const technique = await fetchTechnique(techniqueData.slug); + + technique.turnLastUse = techniqueData.turnLastUse; + + return technique; + }; + + /** + * @type {State} + */ + const loadedState = JSON.parse(atob(saveData)); + + Memory.state.turn = loadedState.turn; + Memory.state.money = loadedState.money; + Memory.state.monsters = await Promise.all(loadedState.monsters.map(async (monsterData) => await loadMonster(monsterData))); + Memory.state.player.monsters = await Promise.all(loadedState.player.monsters.map(async (monsterData) => await loadMonster(monsterData))); + Memory.state.player.inventory = await Promise.all(loadedState.player.inventory.map(async (itemData) => await loadInventoryItem(itemData))); + Memory.state.player.activeMonster = Memory.state.player.monsters[loadedState.player.activeMonsterIdx]; + Memory.state.opponent.monsters = await Promise.all(loadedState.opponent.monsters.map(async (monsterData) => await loadMonster(monsterData))); + Memory.state.opponent.inventory = await Promise.all(loadedState.opponent.inventory.map(async (itemData) => await loadInventoryItem(itemData))); + Memory.state.opponent.activeMonster = Memory.state.opponent.monsters[loadedState.opponent.activeMonsterIdx]; + Memory.state.activeTechnique = await loadTechnique(loadedState.activeTechnique); + + UI.drawOpponentMonster(); + UI.drawActiveMonster(); + UI.drawActiveTechniques(); + }, +}; diff --git a/resources/js/ui.js b/resources/js/ui.js index 08e09e2..6c077b7 100644 --- a/resources/js/ui.js +++ b/resources/js/ui.js @@ -32,9 +32,9 @@ const Template = { const UI = { elements: { - battleEnemy: document.querySelector('#battle__enemy'), - battleEnemySprite: null, - battleEnemyAnimation: document.querySelector('.battle__monster-sprite__animation'), + battleOpponent: document.querySelector('#battle__opponent'), + battleOpponentSprite: null, + battleOpponentAnimation: document.querySelector('.battle__monster-sprite__animation'), battlePlayer: document.querySelector('#battle__player'), techniques: document.querySelector('#techniques'), @@ -286,10 +286,10 @@ const UI = { /** * @returns {HTMLElement} */ - createEnemyMonster () { - const battleMonsterNode = UI.createBattleMonster(state.enemy.monster); + createOpponentMonster () { + const battleMonsterNode = UI.createBattleMonster(Memory.state.opponent.activeMonster); - battleMonsterNode.classList.add('battle__monster--enemy'); + battleMonsterNode.classList.add('battle__monster--opponent'); return battleMonsterNode; }, @@ -298,17 +298,17 @@ const UI = { * @returns {HTMLElement} */ createActiveMonster () { - const battleMonsterNode = UI.createBattleMonster(state.activeMonster); + const battleMonsterNode = UI.createBattleMonster(Memory.state.player.activeMonster); UI.replaceTemplateSlot( battleMonsterNode.querySelector('[data-template-slot="expBar"]'), - UI.createExpBar(state.activeMonster) + UI.createExpBar(Memory.state.player.activeMonster) ); battleMonsterNode.classList.add('battle__monster--player'); battleMonsterNode.querySelector('[data-template-slot="sprite"]').addEventListener('click', () => { - UI.openStatsMenu(state.activeMonster); + UI.openStatsMenu(Memory.state.player.activeMonster); }); return battleMonsterNode; @@ -345,19 +345,19 @@ const UI = { /** * @param {HTMLElement} battleMonsterNode */ - drawEnemyMonster () { - const battleMonsterNode = UI.createEnemyMonster(); + drawOpponentMonster () { + const battleMonsterNode = UI.createOpponentMonster(); - UI.elements.battleEnemySprite = battleMonsterNode.querySelector('[data-template-slot="sprite"]'); - UI.elements.battleEnemySprite.style.transitionDuration = `${UI.damageHighlightClickDuration}s`; + UI.elements.battleOpponentSprite = battleMonsterNode.querySelector('[data-template-slot="sprite"]'); + UI.elements.battleOpponentSprite.style.transitionDuration = `${UI.damageHighlightClickDuration}s`; - const previousBattleMonsterNode = UI.elements.battleEnemy.querySelector('.battle__monster'); + const previousBattleMonsterNode = UI.elements.battleOpponent.querySelector('.battle__monster'); if (previousBattleMonsterNode) { - UI.elements.battleEnemySprite.classList = previousBattleMonsterNode.querySelector('[data-template-slot="sprite"]').classList; + UI.elements.battleOpponentSprite.classList = previousBattleMonsterNode.querySelector('[data-template-slot="sprite"]').classList; - UI.elements.battleEnemy.removeChild(previousBattleMonsterNode); + UI.elements.battleOpponent.removeChild(previousBattleMonsterNode); } - UI.elements.battleEnemy.appendChild(battleMonsterNode); + UI.elements.battleOpponent.appendChild(battleMonsterNode); }, /** @@ -377,7 +377,7 @@ const UI = { * @returns {void} */ drawActiveTechniques () { - const activeTechniques = UI.createActiveTechniques(state.activeMonster); + const activeTechniques = UI.createActiveTechniques(Memory.state.player.activeMonster); activeTechniques.id = 'techniques'; document.querySelector('#techniques').innerHTML = activeTechniques.innerHTML; @@ -404,17 +404,17 @@ const UI = { const y = UI.battleClickEvent.clientY; const techniqueAnimationLoop = () => { - UI.elements.battleEnemyAnimation.src = `/modules/tuxemon/mods/tuxemon/animations/technique/${animation}_${("00" + UI.techniqueAnimationNumber).slice(-2)}.png`; - UI.elements.battleEnemyAnimation.style.top = y - (UI.elements.battleEnemyAnimation.clientHeight / 2) + 'px'; - UI.elements.battleEnemyAnimation.style.left = x - (UI.elements.battleEnemyAnimation.clientWidth / 2) + 'px'; - // console.log(UI.elements.battleEnemyAnimation.src); + UI.elements.battleOpponentAnimation.src = `/modules/tuxemon/mods/tuxemon/animations/technique/${animation}_${("00" + UI.techniqueAnimationNumber).slice(-2)}.png`; + UI.elements.battleOpponentAnimation.style.top = y - (UI.elements.battleOpponentAnimation.clientHeight / 2) + 'px'; + UI.elements.battleOpponentAnimation.style.left = x - (UI.elements.battleOpponentAnimation.clientWidth / 2) + 'px'; + // console.log(UI.elements.battleOpponentAnimation.src); UI.techniqueAnimationNumber++; if (UI.techniqueAnimationNumber >= DB.allAnimations[animation].length) { UI.techniqueAnimationIsRunning = false; UI.techniqueAnimationNumber = 0; - UI.elements.battleEnemyAnimation.src = ''; + UI.elements.battleOpponentAnimation.src = ''; return; } @@ -445,8 +445,8 @@ const UI = { const feedbackNode = UI.createTemplate(Template.battleDamage); feedbackNode.innerHTML = feedback; - feedbackNode.style.top = UI.battleClickEvent.pageY - UI.elements.battleEnemy.offsetTop + (Math.random() * 40 - 20) + 'px'; - feedbackNode.style.left = UI.battleClickEvent.pageX - UI.elements.battleEnemy.offsetLeft + (Math.random() * 40 - 20) + 'px'; + feedbackNode.style.top = UI.battleClickEvent.pageY - UI.elements.battleOpponent.offsetTop + (Math.random() * 40 - 20) + 'px'; + feedbackNode.style.left = UI.battleClickEvent.pageX - UI.elements.battleOpponent.offsetLeft + (Math.random() * 40 - 20) + 'px'; feedbackNode.dataset.duration = 2; feedbackNode.style.animationDuration = `${feedbackNode.dataset.duration}s`; @@ -512,7 +512,7 @@ const UI = { * @param {HTMLElement} damageNode */ drawActionFeedback (node) { - UI.elements.battleEnemy.appendChild(node); + UI.elements.battleOpponent.appendChild(node); setTimeout(() => node.remove(), (node.dataset.duration * 1000) - 500); }, @@ -522,9 +522,9 @@ const UI = { drawDamage (damageNode) { UI.drawActionFeedback(damageNode); - UI.elements.battleEnemySprite.classList.add('damaged'); + UI.elements.battleOpponentSprite.classList.add('damaged'); clearTimeout(UI.damageHighlightClickTimeout); - UI.damageHighlightClickTimeout = setTimeout(() => UI.elements.battleEnemySprite.classList.remove('damaged'), UI.damageHighlightClickDuration * 1000); + UI.damageHighlightClickTimeout = setTimeout(() => UI.elements.battleOpponentSprite.classList.remove('damaged'), UI.damageHighlightClickDuration * 1000); }, /** @@ -546,8 +546,8 @@ const UI = { const party = UI.createTemplate(Template.party); party.id = 'party'; - for (const monsterIdx in state.partyMonsters) { - const monster = state.partyMonsters[monsterIdx]; + for (const monsterIdx in Memory.state.player.monsters) { + const monster = Memory.state.player.monsters[monsterIdx]; const partyMonster = UI.createTemplate(Template.partyMonster); partyMonster.querySelector('[data-template-slot="sprite"]').src = `/modules/tuxemon/mods/tuxemon/gfx/sprites/battle/${monster.slug}-front.png`; @@ -564,8 +564,8 @@ const UI = { } if (UI.partySelectionMode === 'select') { - state.activeMonster = monster; - state.activeTechnique = state.activeMonster.activeTechniques[0]; + Memory.state.player.activeMonster = monster; + Memory.state.activeTechnique = Memory.state.player.activeMonster.activeTechniques[0]; UI.drawActiveMonster(); UI.drawActiveTechniques(); @@ -641,7 +641,7 @@ const UI = { }, }; - for (const item of state.inventory) { + for (const item of Memory.state.player.inventory) { const inventoryItemNode = UI.createTemplate(Template.inventoryItem); inventoryItemNode.querySelector('[data-template-slot="sprite"]').src = `/modules/tuxemon/mods/tuxemon/${item.sprite}`; @@ -714,7 +714,7 @@ const UI = { const popup = UI.createPopup(); const dialog = UI.createTemplate(Template.dialogSave); - const saveData = Game.save(); + const saveData = Memory.save(); dialog.querySelector('[data-template-slot="saveData"]').value = saveData; dialog.querySelector('[data-template-slot="saveClipboard"]').addEventListener('click', async () => { @@ -735,7 +735,7 @@ const UI = { const dialog = UI.createTemplate(Template.dialogLoad); dialog.querySelector('[data-template-slot="load"]').addEventListener('click', () => { - Game.load( + Memory.load( dialog.querySelector('[data-template-slot="saveData"]').value.trim() ); 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