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FieldAbilities.ts
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FieldAbilities.ts
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import {base_actions, directions, reverse_directions} from "../utils";
import {InteractableObjects, interactable_object_interaction_types} from "../InteractableObjects";
import {FieldPsynergyWindow} from "../windows/FieldPsynergyWindow";
import {GoldenSun} from "../GoldenSun";
import {ControllableChar} from "../ControllableChar";
import {Map} from "../Map";
/*Defines and manages the usage of field psynergy
Input: game [Phaser:Game] - Reference to the running game object
data [GoldenSun] - Reference to the main JS Class instance*/
export abstract class FieldAbilities {
protected game: Phaser.Game;
protected data: GoldenSun;
private ability_key_name: string;
private target_max_range: number;
private action_key_name: string;
private need_target: boolean;
private tint_map: boolean;
private bootstrap_method: Function;
private cast_finisher: Function;
protected controllable_char: ControllableChar;
protected target_found: boolean;
protected target_object: InteractableObjects;
protected stop_casting: Function;
protected field_psynergy_window: FieldPsynergyWindow;
protected cast_direction: number;
private field_color: number;
private field_intensity: number;
constructor(
game: Phaser.Game,
data: GoldenSun,
ability_key_name: string,
action_key_name: string,
need_target: boolean,
tint_map?: boolean,
target_max_range?: number,
field_color?: number,
field_intensity?: number
) {
this.game = game;
this.ability_key_name = ability_key_name;
this.data = data;
this.target_max_range = target_max_range;
this.action_key_name = action_key_name;
this.need_target = need_target;
this.tint_map = tint_map ?? true;
this.bootstrap_method = () => {};
this.cast_finisher = () => {};
this.controllable_char = null;
this.target_found = false;
this.target_object = null;
this.stop_casting = null;
this.field_psynergy_window = new FieldPsynergyWindow(this.game, this.data);
this.field_color = field_color;
this.field_intensity = field_intensity;
}
abstract update(): void;
/**
* Sets the psynergy cast direction,
* For diagonals, picks the next clockwise non-diagonal.
* @param {number} direction - Current direction
* @return {number} Non-diagonal cast direction
*/
get_cast_direction(direction: directions) {
return (direction % 2 ? direction + 1 : direction) % 8;
}
set_hero_cast_anim() {
this.controllable_char.play(this.action_key_name, reverse_directions[this.cast_direction]);
}
unset_hero_cast_anim() {
this.controllable_char.sprite.animations.currentAnim.reverseOnce();
this.controllable_char.sprite.animations.currentAnim.onComplete.addOnce(() => {
this.controllable_char.play(base_actions.IDLE, reverse_directions[this.cast_direction]);
});
this.controllable_char.play(this.action_key_name, reverse_directions[this.cast_direction]);
}
set_bootstrap_method(method) {
this.bootstrap_method = method;
}
set_cast_finisher_method(method) {
this.cast_finisher = method;
}
search_for_target() {
this.target_found = false;
let min_x, max_x, min_y, max_y;
if (this.cast_direction === directions.up || this.cast_direction === directions.down) {
min_x = this.controllable_char.sprite.x - this.controllable_char.body_radius;
max_x = this.controllable_char.sprite.x + this.controllable_char.body_radius;
if (this.cast_direction === directions.up) {
min_y = this.controllable_char.sprite.y - this.controllable_char.body_radius - this.target_max_range;
max_y = this.controllable_char.sprite.y - this.controllable_char.body_radius;
} else {
min_y = this.controllable_char.sprite.y + this.controllable_char.body_radius;
max_y = this.controllable_char.sprite.y + this.controllable_char.body_radius + this.target_max_range;
}
} else {
min_y = this.controllable_char.sprite.y - this.controllable_char.body_radius;
max_y = this.controllable_char.sprite.y + this.controllable_char.body_radius;
if (this.cast_direction === directions.left) {
min_x = this.controllable_char.sprite.x - this.controllable_char.body_radius - this.target_max_range;
max_x = this.controllable_char.sprite.x - this.controllable_char.body_radius;
} else {
min_x = this.controllable_char.sprite.x + this.controllable_char.body_radius;
max_x = this.controllable_char.sprite.x + this.controllable_char.body_radius + this.target_max_range;
}
}
let sqr_distance = Infinity;
for (let i = 0; i < this.data.map.interactable_objects.length; ++i) {
const interactable_object = this.data.map.interactable_objects[i];
const db = this.data.dbs.interactable_objects_db[interactable_object.key_name];
if (!(this.ability_key_name in db.psynergy_keys)) continue;
const item_x_px =
interactable_object.current_x * this.data.map.tile_width + (this.data.map.tile_width >> 1);
const item_y_px =
interactable_object.current_y * this.data.map.tile_height + (this.data.map.tile_height >> 1);
const x_condition = item_x_px >= min_x && item_x_px <= max_x;
const y_condition = item_y_px >= min_y && item_y_px <= max_y;
if (
x_condition &&
y_condition &&
this.data.map.collision_layer === interactable_object.base_collision_layer
) {
const this_sqr_distance =
Math.pow(item_x_px - this.controllable_char.sprite.x, 2) +
Math.pow(item_y_px - this.controllable_char.sprite.y, 2);
if (this_sqr_distance < sqr_distance) {
sqr_distance = this_sqr_distance;
this.target_found = true;
this.target_object = interactable_object;
}
}
}
}
set_target_casted() {
if (this.target_object) {
const db = this.data.dbs.interactable_objects_db[this.target_object.key_name];
const psynergy_properties = db.psynergy_keys[this.ability_key_name];
if (psynergy_properties.interaction_type === interactable_object_interaction_types.ONCE) {
if (this.target_object.psynergy_casted[this.ability_key_name]) {
this.target_found = false;
this.target_object = null;
} else if (this.target_found) {
this.target_object.psynergy_casted[this.ability_key_name] = true;
}
}
}
}
cast(controllable_char: ControllableChar, caster_key_name: string) {
this.controllable_char = controllable_char;
if (this.controllable_char.casting_psynergy) return;
if (caster_key_name !== undefined && caster_key_name in this.data.info.main_char_list) {
const caster = this.data.info.main_char_list[caster_key_name];
const ability = this.data.info.abilities_list[this.ability_key_name];
if (caster.current_pp < ability.pp_cost || !caster.abilities.includes(this.ability_key_name)) {
return;
}
caster.current_pp -= ability.pp_cost;
}
this.field_psynergy_window.window.send_to_front();
this.field_psynergy_window.open(this.ability_key_name);
this.controllable_char.casting_psynergy = true;
this.data.audio.play_se("psynergy/4");
this.game.physics.p2.pause();
this.controllable_char.stop_char(false);
this.cast_direction = this.get_cast_direction(this.controllable_char.current_direction);
this.controllable_char.set_direction(this.cast_direction);
if (this.need_target) {
this.search_for_target();
this.set_target_casted();
}
this.set_hero_cast_anim();
let reset_map;
this.stop_casting = FieldAbilities.init_cast_aura(
this.game,
this.controllable_char.sprite,
this.data.npc_group,
this.controllable_char.color_filter,
() => {
if (this.tint_map && !this.controllable_char.on_reveal) {
reset_map = FieldAbilities.tint_map_layers(this.game, this.data.map, {
color: this.field_color,
intensity: this.field_intensity,
});
}
this.bootstrap_method();
},
() => {
this.game.physics.p2.resume();
this.controllable_char.casting_psynergy = false;
this.target_object = null;
},
() => {
this.cast_finisher();
if (reset_map) {
reset_map();
}
}
);
}
static init_cast_aura(
game: Phaser.Game,
sprite: Phaser.Sprite,
group: Phaser.Group,
filter,
after_init,
after_destroy,
before_destroy
) {
const ring_up_time = 750;
const ring_up_time_half = ring_up_time >> 1;
const step_time = (ring_up_time / 3) | 0;
sprite.filters = [filter];
const auras_number = 2;
const tweens = [];
let stop_asked = false;
const promises = [];
for (let j = 0; j < auras_number; ++j) {
const back_aura: Phaser.Sprite = group.create(0, 0, "psynergy_aura");
const front_aura: Phaser.Sprite = group.create(0, 0, "psynergy_aura");
back_aura.base_collision_layer = sprite.base_collision_layer;
front_aura.base_collision_layer = sprite.base_collision_layer;
back_aura.sort_function = () => {
if (group.getChildIndex(back_aura) > group.getChildIndex(sprite)) {
group.setChildIndex(back_aura, group.getChildIndex(sprite));
} else {
group.setChildIndex(back_aura, group.getChildIndex(sprite) - 1);
}
};
back_aura.sort_function();
front_aura.sort_function = () => {
if (group.getChildIndex(front_aura) > group.getChildIndex(sprite)) {
group.setChildIndex(front_aura, group.getChildIndex(sprite) + 1);
} else {
group.setChildIndex(front_aura, group.getChildIndex(sprite));
}
};
front_aura.sort_function();
const height = sprite.height + front_aura.height - 8;
const step_height = (height / 3) | 0;
front_aura.anchor.setTo(0.5, 0);
front_aura.centerX = sprite.centerX;
front_aura.centerY = sprite.centerY + (sprite.height >> 1) + (front_aura.height >> 1);
const initial_front_y = front_aura.y;
front_aura.scale.setTo(0, 0);
back_aura.anchor.setTo(0.5, 0);
back_aura.centerX = sprite.centerX;
back_aura.centerY = sprite.centerY + (sprite.height >> 1) + (back_aura.height >> 1);
const initial_back_y = back_aura.y;
back_aura.scale.setTo(0, 0);
const auras = [
{aura: front_aura, initial_y: initial_front_y, scale_factor: 1},
{aura: back_aura, initial_y: initial_back_y, scale_factor: -1},
];
tweens.push([]);
for (let i = 0; i < auras.length; ++i) {
const aura = auras[i].aura;
const initial_y = auras[i].initial_y;
const scale_factor = auras[i].scale_factor;
const tween_a = game.add
.tween(aura)
.to({y: initial_y - step_height}, step_time, Phaser.Easing.Linear.None);
const tween_b = game.add
.tween(aura)
.to({y: initial_y - 2 * step_height}, step_time, Phaser.Easing.Linear.None);
const tween_c = game.add
.tween(aura)
.to({y: initial_y - 3 * step_height}, step_time, Phaser.Easing.Linear.None);
let promise_resolve;
promises.push(new Promise(resolve => (promise_resolve = resolve)));
tween_c.onComplete.add(() => {
aura.y = initial_y;
if (!stop_asked) {
tween_a.start();
tween_aa.start();
} else {
promise_resolve();
}
});
const tween_aa = game.add
.tween(aura.scale)
.to({x: scale_factor, y: scale_factor}, ring_up_time_half, Phaser.Easing.Quadratic.Out);
const tween_cc = game.add
.tween(aura.scale)
.to({x: 0, y: 0}, ring_up_time_half, Phaser.Easing.Quadratic.Out);
tweens[j].push({
aura: aura,
tween_a: tween_a,
tween_aa: tween_aa,
tween_b: tween_b,
tween_c: tween_c,
tween_cc: tween_cc,
});
tween_a.chain(tween_b);
tween_b.chain(tween_c);
tween_aa.chain(tween_cc);
if (j > 0) {
tween_aa.onComplete.addOnce(() => {
tweens[0][i].aura.y = initial_y;
tweens[0][i].tween_a.start();
tweens[0][i].tween_aa.start();
});
tween_a.start();
tween_aa.start();
}
}
}
let blink_counter = 16;
const blink_timer = game.time.create(false);
const hue_timer = game.time.create(false);
blink_timer.loop(50, () => {
if (blink_counter % 2 === 0) {
filter.tint = [1, 1, 1];
} else {
filter.tint = [-1, -1, -1];
}
--blink_counter;
if (blink_counter === 0) {
filter.gray = 0.4;
blink_timer.stop();
if (after_init !== undefined) {
after_init();
}
hue_timer.start();
}
});
hue_timer.loop(100, () => {
filter.hue_adjust = Math.random() * 2 * Math.PI;
});
blink_timer.start();
return async () => {
if (before_destroy !== undefined) {
before_destroy();
}
stop_asked = true;
hue_timer.stop();
blink_timer.stop();
filter.tint = [-1, -1, -1];
filter.gray = 0;
filter.hue_adjust = 0;
sprite.filters = undefined;
await Promise.all(promises);
for (let i = 0; i < tweens.length; ++i) {
for (let j = 0; j < tweens[i].length; ++j) {
tweens[i][j].tween_a.stop();
tweens[i][j].tween_aa.stop();
tweens[i][j].tween_b.stop();
tweens[i][j].tween_c.stop();
tweens[i][j].tween_cc.stop();
group.remove(tweens[i][j].aura, true);
}
}
if (after_destroy !== undefined) {
after_destroy();
}
};
}
static tint_map_layers(
game: Phaser.Game,
map: Map,
options?: {
color?: number;
intensity?: number;
after_destroy?: () => void;
after_colorize?: () => void;
}
) {
const filter = map.color_filter;
filter.colorize_intensity = 0;
filter.gray = 0;
filter.colorize = options?.color ?? Math.random();
game.add
.tween(filter)
.to(
{
colorize_intensity: options?.intensity ?? 0.4,
gray: 1,
},
Phaser.Timer.QUARTER,
Phaser.Easing.Linear.None,
true
)
.onComplete.addOnce(() => {
if (options?.after_colorize !== undefined) {
options.after_colorize();
}
});
return () => {
game.add
.tween(filter)
.to(
{
colorize_intensity: 0,
gray: 0,
},
Phaser.Timer.QUARTER,
Phaser.Easing.Linear.None,
true
)
.onComplete.addOnce(() => {
filter.colorize = -1;
if (options?.after_destroy !== undefined) {
options.after_destroy();
}
});
};
}
}