In this lesson we will finish implementing gym battles. This flow is a little different than the capture battle flow and contains its own new set of related states and view controllers for us to finish. Once we finish this step, a player will finally be able to earn badges, which will eventually be used to determine the winner of our game.
You can catch, train, and manage a solid team of Pokemon, yet asside from the joy of the journey itself we are still lacking any real goal for the game. Much like the cartoon, the goal here is to earn gym badges. The first player to defeat all four gyms is the winner! In this lesson we will lay the ground work for this by creating and updating the models, factories, and systems necessary to support it.
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Our game supports combat now, but with no way to restore lost hitpoints (outside of cheating in the inspector panel) you wont be able to fight for long. We need some ways to manage our team including healing them, training them and even evolving them. We will implement several new systems and screens to handle all of this.
With our battle setup complete, now it is time to implement it with various states and display it on various screens. In this lesson we will finish implementing the first type of battle that our game will support – the capture battle. If you are successful, then you will be able to capture the wild Pokemon you encounter and add it to your team.
If you’ve been playing the game much since the previous lesson, you may have encountered a few Pokemon that you really wanted to capture. In this game, I decided to make capturing a Pokemon harder than simply throwing a Pokeball at it. You actually have to fight with the wild Pokemon to weaken it before you can capture it. Implementing combat completely is pretty involved, so in this lesson we will just do some setup work by creating a few models, factories and systems we will want to use to complete a capture battle.
Now that we can move around the board, we should start adding the activities related to that journey. The first thing I want to include is the random encounter. This is where a player encounters a wild Pokemon, which can be potentially captured and used as an ally. In this first part, we will simply handle the systems necessary for spawning them and displaying a new screen when they appear.