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const Story = {
async start () {
const settingsPopup = UI.createPopup();
settingsPopup.querySelector('[data-template-slot="content"]').append(UI.createSettingsMenu());
UI.drawPopup(settingsPopup);
await new Promise((resolve) => {
settingsPopup.addEventListener('close', UI.wrapCallback(async () => {
resolve();
}));
});
await Story.progress('introduction');
},
async introduction () {
const possibleStarterMonsters = await Promise.all(
[
'budaye',
'dollfin',
'grintot',
'ignibus',
'memnomnom',
].map(async (monsterSlug) => await fetchMonster(monsterSlug))
);
const monsterSelection = UI.openStarterMonsterSelection(possibleStarterMonsters, { title: translate('story:introduction:monster_selection:title', true) });
await new Promise((resolve) => {
monsterSelection.addEventListener('starter:monster:selected', UI.wrapCallback(async (event) => {
if (!confirm(`Select ${event.detail.monster.name}?`)) {
return;
}
event.detail.popup.remove();
await UI.buildAndShowStoryPopup({ speaker: await fetchNpc('spyder_dante'), text: translate('spyder_intro_shopkeeper4', true) });
// set rival monster
Memory.state.rivalMonster = event.detail.monster.slug;
// initialize state variables
Memory.state.money = 250;
Memory.state.opponent = new Trainer({ monsters: [] });
await Memory.state.opponent.initialize();
Memory.state.player = new Trainer({ monsters: [] });
await Memory.state.player.initialize();
// go to starting area
await Game.goToArea('paper-town');
resolve();
}));
});
},
async selectStarterMonster () {
await UI.buildAndShowStoryPopup({ speaker: await fetchNpc('spyder_dante'), text: translate('spyder_papertown_myfirstmon_notmet', true) });
await UI.buildAndShowStoryPopup({ speaker: await fetchNpc('spyder_dante'), text: translate('spyder_papertown_myfirstmon2', true) });
const possibleStarterMonsters = await Promise.all(
[
'tweesher',
'lambert',
'nut',
'agnite',
'rockitten',
].map(async (monsterSlug) => await fetchMonster(monsterSlug))
);
const monsterSelection = UI.openStarterMonsterSelection(possibleStarterMonsters, { title: translate('story:select_starter_monster:monster_selection:title', true) });
await new Promise((resolve) => {
monsterSelection.addEventListener('starter:monster:selected', UI.wrapCallback(async (event) => {
if (!confirm(`Select ${event.detail.monster.name}?`)) {
return;
}
Memory.state.player = new Trainer({
monsters: [
event.detail.monster,
]
});
await Memory.state.player.initialize();
Game.setActivePlayerMonster(Memory.state.player.monsters[0]);
// go to starting area
await Game.goToArea('paper-town');
UI.drawActiveMonster();
UI.drawActiveTechniques();
event.detail.popup.remove();
resolve();
}));
});
await Story.progress('battleRivalOne');
},
async battleRivalOne () {
Memory.state.opponent = new Trainer({ monsters: [ await fetchMonster(Memory.state.rivalMonster) ] });
await Memory.state.opponent.initialize();
await UI.buildAndShowStoryPopup({ speaker: await fetchNpc('spyder_rivalbillie'), text: translate('spyder_papertown_firstfight', true) });
await Story.battle();
},
// Helper
/**
* @param {string} slug
*
* @returns {Promise<any>}
*/
async progress (slug) {
if (!Story[slug]) {
return;
}
Memory.state.currentStory = slug;
Memory.saveToLocalStorage();
await Story[slug]();
Memory.state.storyProgress[slug] = true;
Memory.state.currentStory = null;
Memory.saveToLocalStorage();
},
/**
* @returns {Promise<any>}
*/
async battle () {
const previousArea = Object.assign({}, Memory.state.currentArea);
Game.isStoryBattle = true;
Memory.state.Game.isInBattle = true;
Memory.saveToLocalStorage();
UI.drawBattle();
UI.showBattle();
await new Promise((resolve) => {
const interval = setInterval(() => {
if (!Game.isStoryBattle) {
clearInterval(interval);
resolve();
}
}, 100);
});
if (previousArea.slug === Memory.state.currentArea.slug) {
Memory.state.currentArea.trainerProgress = previousArea.trainerProgress;
UI.drawStatus();
}
},
};
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