fix(ios): preserve battle hud colors

This commit is contained in:
Adrian Castro
2026-08-01 14:58:40 +02:00
parent acb2eadeb4
commit 3cd3fe431d
+22 -2
View File
@@ -287,6 +287,10 @@ end
-- not nest.
local session = nil
local function isIOS()
return love.system and love.system.getOS and love.system.getOS() == "iOS"
end
local function game()
return require("src.core.Game")
end
@@ -484,11 +488,15 @@ function OverworldBattle.update(dt)
-- reason the scene is: it binds a canvas of its own. After the frost, so
-- the glass is frosted from the world alone and never from the glyphs
-- about to sit on it.
local okHud, up = pcall(OverworldBattle.snapHUDs, session.battle, shot)
local ios = isIOS()
local okHud, up = false, false
if not ios then
okHud, up = pcall(OverworldBattle.snapHUDs, session.battle, shot)
end
session.snapped = (okHud and up) and true or false
-- once per battle, not once per frame: a driver that cannot do this cannot
-- do it sixty times a second either, and the fallback is silent and fine
if not okHud and not session.hudWarned then
if not ios and not okHud and not session.hudWarned then
session.hudWarned = true
V.mod.log:warn("overworld battle HUD snap failed: %s -- the HUDs draw "
.. "in the battle frame this battle", tostring(up))
@@ -928,6 +936,7 @@ function OverworldBattle.install()
local innerText = BattleState.drawTextArea
function BattleState:drawTextArea()
if not self.dramaticShapeShot then return innerText(self) end
if isIOS() then return innerText(self) end
local battle = self
if not self.dramaticShapeDark then return withoutBoxFill(battle, innerText) end
BattleHud.flipGlyphs(BattleScene.GB_W, BattleScene.GB_H, function()
@@ -1146,6 +1155,17 @@ function OverworldBattle.drawHudPanels(battle)
local shot = battle.dramaticShapeShot
battle.dramaticShapeDark = nil
if not shot then return end
if isIOS() then
local slide = (battle.introSlide or 0) * 4
local enemy, player = OverworldBattle.hudLive(battle, slide)
local rect = OverworldBattle.HUD_RECT
love.graphics.setColor(1, 1, 1, 0.84)
if enemy then love.graphics.rectangle("fill", rect.enemy[1], rect.enemy[2], rect.enemy[3], rect.enemy[4]) end
if player then love.graphics.rectangle("fill", rect.player[1], rect.player[2], rect.player[3], rect.player[4]) end
love.graphics.setColor(1, 1, 1, 1)
battle.dramaticShapeDark = nil
return
end
if snapped() then
battle.dramaticShapeDark = session and session.dark or nil
return