File size: 7,534 Bytes
7428b13 a46ce65 7428b13 a46ce65 7428b13 c61508c 7428b13 a46ce65 7428b13 a46ce65 7428b13 a46ce65 7428b13 a46ce65 7428b13 a46ce65 7428b13 a46ce65 7428b13 90a88fc 7428b13 90a88fc 7428b13 c61508c 7428b13 90a88fc 7428b13 e95e2d9 7428b13 afa3e65 7428b13 e95e2d9 7428b13 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 |
<script lang="ts">
import { onMount } from 'svelte';
import { fade } from 'svelte/transition';
import type { PicletInstance, BattleMove } from '$lib/db/schema';
import BattleField from '../Battle/BattleField.svelte';
import BattleControls from '../Battle/BattleControls.svelte';
import { BattleService } from '$lib/db/battleService';
import { getEffectivenessText, getEffectivenessColor } from '$lib/types/picletTypes';
export let playerPiclet: PicletInstance;
export let enemyPiclet: PicletInstance;
export let isWildBattle: boolean = true;
export let onBattleEnd: (result: any) => void = () => {};
export let rosterPiclets: PicletInstance[] = []; // All roster piclets passed from parent
// Battle state
let currentMessage = isWildBattle
? `A wild ${enemyPiclet.nickname} appeared!`
: `Trainer wants to battle!`;
let battlePhase: 'intro' | 'main' | 'moveSelect' | 'picletSelect' | 'ended' = 'intro';
let processingTurn = false;
let battleEnded = false;
// HP animation states
let playerHpPercentage = playerPiclet.currentHp / playerPiclet.maxHp;
let enemyHpPercentage = enemyPiclet.currentHp / enemyPiclet.maxHp;
onMount(() => {
// Start intro sequence
setTimeout(() => {
currentMessage = `Go, ${playerPiclet.nickname}!`;
setTimeout(() => {
currentMessage = `What will ${playerPiclet.nickname} do?`;
battlePhase = 'main';
}, 1500);
}, 2000);
});
function handleAction(action: string) {
if (processingTurn || battleEnded) return;
switch (action) {
case 'catch':
if (isWildBattle) {
processingTurn = true;
currentMessage = 'You threw a Piclet Ball!';
setTimeout(() => {
currentMessage = 'The wild piclet broke free!';
processingTurn = false;
}, 2000);
}
break;
case 'run':
if (isWildBattle) {
currentMessage = 'Got away safely!';
battleEnded = true;
setTimeout(() => onBattleEnd(false), 1500);
} else {
currentMessage = "You can't run from a trainer battle!";
}
break;
}
}
function handleMoveSelect(move: BattleMove) {
battlePhase = 'main';
processingTurn = true;
currentMessage = `${playerPiclet.nickname} used ${move.name}!`;
setTimeout(() => {
if (!BattleService.doesMoveHit(move.accuracy)) {
currentMessage = `${playerPiclet.nickname}'s attack missed!`;
setTimeout(() => enemyTurn(), 1500);
return;
}
// Calculate damage with type effectiveness
const { damage, effectiveness } = BattleService.calculateDamage(playerPiclet, enemyPiclet, move);
// Update enemy HP
const newHp = Math.max(0, enemyPiclet.currentHp - damage);
enemyPiclet.currentHp = newHp;
enemyHpPercentage = newHp / enemyPiclet.maxHp;
// Show effectiveness message if applicable
const effectivenessMessage = getEffectivenessText(effectiveness);
if (effectivenessMessage) {
setTimeout(() => {
currentMessage = effectivenessMessage;
}, 1000);
}
setTimeout(() => {
if (enemyHpPercentage <= 0) {
currentMessage = `${enemyPiclet.nickname} fainted!`;
battleEnded = true;
setTimeout(() => onBattleEnd(true), 2000);
} else {
enemyTurn();
}
}, effectivenessMessage ? 2500 : 1500);
}, 1500);
}
function enemyTurn() {
const enemyMove = enemyPiclet.moves[Math.floor(Math.random() * enemyPiclet.moves.length)];
currentMessage = `${enemyPiclet.nickname} used ${enemyMove.name}!`;
setTimeout(() => {
if (!BattleService.doesMoveHit(enemyMove.accuracy)) {
currentMessage = `${enemyPiclet.nickname}'s attack missed!`;
setTimeout(() => {
currentMessage = `What will ${playerPiclet.nickname} do?`;
processingTurn = false;
}, 1500);
return;
}
const { damage, effectiveness } = BattleService.calculateDamage(enemyPiclet, playerPiclet, enemyMove);
// Update player HP
const newHp = Math.max(0, playerPiclet.currentHp - damage);
playerPiclet.currentHp = newHp;
playerHpPercentage = newHp / playerPiclet.maxHp;
// Show effectiveness message if applicable
const effectivenessMessage = getEffectivenessText(effectiveness);
if (effectivenessMessage) {
setTimeout(() => {
currentMessage = effectivenessMessage;
}, 1000);
}
setTimeout(() => {
if (playerHpPercentage <= 0) {
currentMessage = `${playerPiclet.nickname} fainted!`;
battleEnded = true;
setTimeout(() => onBattleEnd(false), 2000);
} else {
currentMessage = `What will ${playerPiclet.nickname} do?`;
processingTurn = false;
}
}, effectivenessMessage ? 2500 : 1500);
}, 1500);
}
function handlePicletSelect(piclet: PicletInstance) {
battlePhase = 'main';
currentMessage = `Come back, ${playerPiclet.nickname}!`;
setTimeout(() => {
playerPiclet = piclet;
playerHpPercentage = piclet.currentHp / piclet.maxHp;
currentMessage = `Go, ${piclet.nickname}!`;
setTimeout(() => {
currentMessage = `What will ${piclet.nickname} do?`;
}, 1500);
}, 1500);
}
function handleBack() {
battlePhase = 'main';
}
</script>
<div class="battle-page" transition:fade={{ duration: 300 }}>
<nav class="battle-nav">
<button class="back-button" on:click={() => onBattleEnd('cancelled')} style="display: none;">
← Back
</button>
<h1>{isWildBattle ? 'Wild Battle' : 'Battle'}</h1>
<div class="nav-spacer"></div>
</nav>
<div class="battle-content">
<BattleField
{playerPiclet}
{enemyPiclet}
{playerHpPercentage}
{enemyHpPercentage}
showIntro={battlePhase === 'intro'}
/>
<BattleControls
{currentMessage}
{battlePhase}
{processingTurn}
{battleEnded}
{isWildBattle}
{playerPiclet}
{enemyPiclet}
{rosterPiclets}
onAction={handleAction}
onMoveSelect={handleMoveSelect}
onPicletSelect={handlePicletSelect}
onBack={handleBack}
/>
</div>
</div>
<style>
.battle-page {
position: fixed;
inset: 0;
z-index: 1000;
height: 100vh;
display: flex;
flex-direction: column;
background: #f8f9fa;
overflow: hidden;
padding-top: env(safe-area-inset-top);
}
@media (max-width: 768px) {
.battle-page {
background: white;
}
.battle-page::before {
content: '';
position: absolute;
top: 0;
left: 0;
right: 0;
height: env(safe-area-inset-top);
background: white;
z-index: 1;
}
}
.battle-nav {
display: none; /* Hide navigation in battle */
}
.back-button {
background: none;
border: none;
color: #007bff;
font-size: 1rem;
cursor: pointer;
padding: 0.5rem;
}
.battle-nav h1 {
margin: 0;
font-size: 1.25rem;
font-weight: 600;
color: #1a1a1a;
position: absolute;
left: 50%;
transform: translateX(-50%);
}
.nav-spacer {
width: 60px;
}
.battle-content {
flex: 1;
display: flex;
flex-direction: column;
overflow: hidden;
position: relative;
background: #f8f9fa;
}
</style> |