Update 6.8

This commit is contained in:
chardub
2026-07-10 15:42:06 -04:00
parent 5b85e72cb2
commit 6a6f126a18
7871 changed files with 493194 additions and 224826 deletions
@@ -0,0 +1,156 @@
class PokemonChallenges_Scene
VISIBLE_BUTTONS = 3 # Number of buttons visible at once
Y_START = 41
Y_GAP = 108
BUTTONS_X = 60
def pbStartScene(challenges)
@challenges = []
@index = 0
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
@sprites = {}
# Background
@sprites["background"] = IconSprite.new(0, 0, @viewport)
if isDarkMode
@sprites["background"].setBitmap("Graphics/Pictures/Pokegear/bg_dark")
else
@sprites["background"].setBitmap("Graphics/Pictures/Pokegear/bg")
end
@sprites["header"] = IconSprite.new(0, 0, @viewport)
@sprites["header"].setBitmap("Graphics/Pictures/Challenges/bg_header")
# Buttons
@buttons = []
$Trainer.challenges.keys.each_with_index do |challenge_id, i|
challenge = $Trainer.challenges[challenge_id]
next unless challenge
@challenges << challenge
btn = ChallengeButton.new(challenge, BUTTONS_X, Y_START + i * Y_GAP, @viewport)
@sprites["button#{i}"] = btn
@buttons << btn
end
displayTextElements
pbFadeInAndShow(@sprites) { pbUpdate }
end
def displayTextElements
Kernel.pbClearText
Kernel.pbDisplayText(_INTL("POKÉCHALLENGE"), 256,-8,99999, pbColor(:ORANGE), pbColor(:BROWN))
Kernel.pbDisplayText($Trainer.nb_completed_challenges.to_s, 450,-6,99999, pbColor(:GREEN), pbColor(:DARKGREEN))
if @buttons.empty?
showEmptyMessage
end
end
def showEmptyMessage
text_pos_x =240
text_pos_y =100
text_color = pbColor(:WHITE)
line_height = 36
Kernel.pbDisplayText(_INTL("You finished all your PokéChallenges!"), text_pos_x, text_pos_y,99999, text_color)
Kernel.pbDisplayText(_INTL("You'll be assigned new ones tomorrow."), text_pos_x, text_pos_y+line_height,99999, text_color)
end
def pbUpdate
# Update selection
@buttons.each_with_index do |btn, idx|
btn.selected = (idx == @index)
end
# Scroll calculation
scroll_offset = 0
if @index >= VISIBLE_BUTTONS
Kernel.pbClearText
@sprites["header"].visible=false
scroll_offset = (@index - VISIBLE_BUTTONS + 1) * Y_GAP
else
displayTextElements
@sprites["header"].visible=true
end
# Move buttons according to scroll
@buttons.each_with_index do |btn, idx|
btn.y = Y_START + idx * Y_GAP - scroll_offset
end
if @buttons.empty?
showEmptyMessage
end
pbUpdateSpriteHash(@sprites)
end
def pbScene
loop do
Graphics.update
Input.update
pbUpdate
if Input.trigger?(Input::BACK)
pbPlayCloseMenuSE
break
elsif Input.trigger?(Input::USE)
if @challenges.empty?
pbPlayCloseMenuSE
break
end
pbPlayDecisionSE
challenge = @challenges[@index]
if @buttons[@index].can_claim_reward
$Trainer.remove_challenge(challenge.id)
removeChallengeAt(@index)
pbSEPlay("GUI storage show party panel")
receiveChallengeReward(challenge)
pbUpdate
else
pbSEPlay("GUI sel buzzer",80)
pbMessage(_INTL("The reward can only be collected once you complete the challenge!"))
end
elsif Input.trigger?(Input::UP)
pbPlayCursorSE if @challenges.length > 1
@index -= 1
@index = @challenges.length - 1 if @index < 0
elsif Input.trigger?(Input::DOWN)
pbPlayCursorSE if @challenges.length > 1
@index += 1
@index = 0 if @index >= @challenges.length
end
end
end
def receiveChallengeReward(challenge)
money_reward = challenge.money_reward
item_reward = challenge.item_reward
quantity = item_reward.length
pbReceiveMoney(money_reward)
pbReceiveItem(item_reward[0], quantity)
$Trainer.money += money_reward
end
def challengeCompleted?(challenge_id)
return $Trainer.completed_challenge?(challenge_id)
end
#Removes the challenge button sprite
def removeChallengeAt(index)
btn = @buttons[index]
btn.dispose
@sprites.delete_if { |_, v| v == btn }
@buttons.delete_at(index)
@challenges.delete_at(index)
if @index >= @buttons.length
@index = @buttons.length - 1
end
@index = 0 if @index < 0
end
def pbEndScene
pbFadeOutAndHide(@sprites) { pbUpdate }
pbDisposeSpriteHash(@sprites)
Kernel.pbClearText
@viewport.dispose
end
end
@@ -0,0 +1,38 @@
#===============================================================================
#
#===============================================================================
class PokemonChallenges_Screen
def initialize(scene)
@scene = scene
end
def pbStartScreen
challenges = getChallengesList
$Trainer.pokenav.last_opened_challenges = pbGetTimeNow
@scene.pbStartScene(challenges)
@scene.pbScene
@scene.pbEndScene
end
def getChallengesList
last_opened = $Trainer.pokenav.last_opened_challenges
if shouldRefreshChallenges(last_opened)
$Trainer.refresh_challenges()
$PokemonTemp.fuse_count_today = 0
$PokemonTemp.unfuse_count_today = 0
end
return $Trainer.challenges.values
end
def shouldRefreshChallenges(last_opened_date)
return true if last_opened_date.nil?
#return Time.now.to_date > last_opened_date
return timeDateGreaterThan(pbGetTimeNow,last_opened_date)
#return pbGetTimeNow.to_date > last_opened_date #Replace Time.now by pbGetTimeNow everywhere to use in-game days for testing
end
end
@@ -0,0 +1,128 @@
#===============================================================================
#
#===============================================================================
class ChallengeButton < SpriteWrapper
attr_reader :challenge
attr_reader :selected
attr_reader :can_claim_reward
DESC_Y = 10
LINE_HEIGHT = 22
REWARD_LINE = DESC_Y + LINE_HEIGHT * 2
def initialize(challenge, x, y, viewport=nil)
super(viewport)
@challenge = challenge
@can_claim_reward = @challenge.completed
@selected = false
graphics_completed = "Graphics/Pictures/Challenges/button_complete_#{@challenge.category.to_s}"
graphics_incompleted = "Graphics/Pictures/Challenges/button_incomplete_#{@challenge.category.to_s}"
image_path = @can_claim_reward ? graphics_completed : graphics_incompleted
@cursor = AnimatedBitmap.new(image_path)
@contents = BitmapWrapper.new(@cursor.width, @cursor.height)
self.bitmap = @contents
self.x = x
self.y = y
pbSetSystemFont(self.bitmap)
refresh
end
def dispose
@cursor.dispose
@contents.dispose
super
end
def selected=(val)
oldsel = @selected
@selected = val
refresh if oldsel != val
end
def refresh
self.bitmap.clear
# Draw background
rect = Rect.new(0, 0, @cursor.width, @cursor.height / 2)
rect.y = @cursor.height / 2 if @selected
self.bitmap.blt(0, 0, @cursor.bitmap, rect)
# Text colors
text_color = @can_claim_reward ? Color.new(0,255,0) : Color.new(248,248,248)
shadow_color = Color.new(40,40,40)
# Description text
desc_lines = wrap_text(@challenge.description, @contents, @cursor.width - 40)[0, 2]
textpos = []
y_offset = DESC_Y
desc_lines.each do |line|
textpos << [line, 10, y_offset, 0, text_color, shadow_color, false]
y_offset += LINE_HEIGHT
end
reward_y = REWARD_LINE
reward_text = @can_claim_reward ? _INTL("Collect") : _INTL("Reward")
claim_color = @can_claim_reward ? Color.new(80, 220, 255) : Color.new(255, 215, 120)
textpos << [
"#{reward_text} $#{@challenge.money_reward}",
10, reward_y, 0,
claim_color, shadow_color, false
]
pbDrawTextPositions(self.bitmap, textpos)
# --------------------------------------------------
# Draw item reward icons
# --------------------------------------------------
return if !@challenge.item_reward || @challenge.item_reward.empty?
icon_x = 170 # starting X (adjust to taste)
icon_y = reward_y #- 4 # align with text nicely
icon_size = 48
icon_gap = 8
@challenge.item_reward.each do |item|
icon_path = GameData::Item.icon_filename(item)
next if !icon_path
icon = Bitmap.new(icon_path)
src_rect = Rect.new(0, 0, icon.width, icon.height)
self.bitmap.stretch_blt(
Rect.new(icon_x, icon_y, icon_size, icon_size),
icon,
src_rect
)
icon.dispose
icon_x += icon_size + icon_gap
end
end
# Helper method to wrap text into multiple lines
def wrap_text(text, bitmap, max_width)
words = text.split(" ")
lines = []
line = ""
words.each do |word|
test_line = line.empty? ? word : "#{line} #{word}"
if bitmap.text_size(test_line).width > max_width
lines << line
line = word
else
line = test_line
end
end
lines << line unless line.empty?
return lines
end
end