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Merge pull request #6 from DramaticShape/3d-battle-mod
fixed full screen flashing in battles
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@@ -20,6 +20,15 @@
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Leaving it deliberately undoes nothing -- reverting would discard whatever
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had been changed since.
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### Fixed
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- **The hit flash whited out the whole screen.** The engine draws it as a
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full-screen white rectangle, which is a flash on a white battle field and
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a whiteout of the map, the HUD and the text box over a world. It is now
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dropped on the way past and put back where it was ever about: the two
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Pokemon go solid white for those frames, silhouette and all, and nothing
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else in the frame moves.
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### Changed
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- **Hotkey `3` walks the angle rungs only and steps over `FULL`.** The key is
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@@ -278,6 +278,11 @@ end
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-- yet (the terrain mesh is still building, the driver has no depth support).
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-- nil is not a failure: the caller simply leaves the battle screen as the
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-- engine drew it for that frame.
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-- White, for the hit flash. The shader replaces the card's colour outright
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-- rather than multiplying it, so this is the sprite's own silhouette turned
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-- solid white -- not a lightened picture of itself.
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BattleScene.FLASH_COLOR = { 1, 1, 1 }
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function BattleScene.render(state, arena, textures, token)
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if not (state and state.map and arena) then return nil end
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if not Voxel3D.available() then return nil end
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@@ -358,10 +363,18 @@ function BattleScene.render(state, arena, textures, token)
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-- front of it, and the alpha discard cuts the sprite's own outline out of
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-- the card. A small camera-ward pull keeps a card rooted to the ground
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-- plane from z-fighting the tile it is standing on.
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-- The engine's hit flash is a full-screen white rectangle, which on a
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-- white battle field is a flash and over a world is a whiteout of the
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-- map, the HUD and the text box alike. It is dropped on the way past
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-- (see OverworldBattle) and put back HERE, on the two things it was ever
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-- about: the mons themselves go solid white for those frames.
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local flashing = textures and textures.flash
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if flashing then Voxel3D.flatten(BattleScene.FLASH_COLOR) end
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for _, card in ipairs(monCards(arena, groundY, textures)) do
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Voxel3D.draw(BattleBillboard.mesh(), card.tex, card.model,
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BattleBillboard.PULL)
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end
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if flashing then Voxel3D.flatten(nil) end
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-- grass and flowers ride the same camera-ward pull the free-roam pass
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-- gives them, measured against THIS camera's pitch rather than the
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-- orbit's -- there is no character here for them to overdraw, but the
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+28
-5
@@ -340,11 +340,21 @@ local function withoutBackgroundFill(battle, fn)
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if mode == "fill" and x == 0 and y == 0
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and w == BattleScene.GB_W and h == BattleScene.GB_H then
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local r, gr, b, a = g.getColor()
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if r > 0.99 and gr > 0.99 and b > 0.99 and a > 0.99 then
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local target = g.getCanvas()
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if target ~= nil
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and (target == battle.bgCanvas or target == battle.waveCanvas) then
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g.clear(0, 0, 0, 0)
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if r > 0.99 and gr > 0.99 and b > 0.99 then
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-- Two different full-frame whites, both replaced rather than drawn.
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--
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-- OPAQUE is the battle's background, and on the offscreen canvases it
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-- doubles as their clear, so there it becomes a transparent one.
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--
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-- TRANSLUCENT is the hit flash. Over a white field that reads as a
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-- flash; over a world it whites out the map, the HUD and the text box
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-- together. BattleScene puts it back on the mons alone.
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if a > 0.99 then
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local target = g.getCanvas()
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if target ~= nil
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and (target == battle.bgCanvas or target == battle.waveCanvas) then
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g.clear(0, 0, 0, 0)
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end
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end
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return
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end
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@@ -471,6 +481,18 @@ function OverworldBattle.sideTexture(battle, side)
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return { canvas = canvas, ax = ax, ay = ay, trainer = trainer }
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end
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-- Whether the hit flash is showing this frame.
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--
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-- Mirrors BattleState:draw's own test, because the flash is a DRAW-time
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-- decision there (a counter plus the frame parity that makes it flicker) and
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-- there is no seam that reports it. Read-only, so the worst a future engine
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-- change can do is flash on a frame the engine would not have.
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function OverworldBattle.flashing(battle)
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local fx = battle and battle.fx
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if not (fx and fx.flash and fx.flash > 0) then return false end
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return (battle.frame or 0) % 4 < 2
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end
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-- Both sides, or nil when neither has anything to show.
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function OverworldBattle.textures(battle)
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if not battle then return nil end
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@@ -480,6 +502,7 @@ function OverworldBattle.textures(battle)
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out.enemy = okE and enemy or nil
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out.player = okP and player or nil
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if not (out.enemy or out.player) then return nil end
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out.flash = OverworldBattle.flashing(battle)
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return out
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end
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@@ -537,6 +537,24 @@ function Voxel3D.beginGhost()
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end
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end
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-- Flatten whatever is drawn next to one solid colour, or nil to stop.
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--
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-- The same `ghost` path the silhouette uses, WITHOUT beginGhost's inverted
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-- depth test and half alpha -- this is for something drawn normally that
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-- simply wants to come out one colour, which is what a hit flash on a sprite
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-- is. beginScene resets the uniform every frame, so a pass that forgets to
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-- clear it cannot leak into the next one.
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function Voxel3D.flatten(color)
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if not (active and activeShader) then return end
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local sh = activeShader
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if color then
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pcall(sh.send, sh, "ghostColor", color)
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pcall(sh.send, sh, "ghost", 1)
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else
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pcall(sh.send, sh, "ghost", 0)
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end
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end
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function Voxel3D.endGhost()
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if not active then return end
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pcall(love.graphics.setDepthMode, "lequal", true)
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@@ -1374,6 +1374,24 @@ T.check(math.abs(sx - px) < 0.2,
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-- arena floor out from under the two mons pinned to it
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T.eq(rig.curve, 0, "the battle camera switches the world curve off")
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-- ------- the hit flash belongs to the mons, not the screen
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--
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-- The engine draws it as a full-screen white rectangle, which is a flash on
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-- a white battle field and a whiteout of the map, the HUD and the text box
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-- over a world. It is dropped on the way past and put back on the two cards.
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local Battles = run.loader.exports.DRAMATIC_SHAPE.lib.require("OverworldBattle")
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T.eq(Battles.flashing(nil), false, "no battle, no flash")
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T.eq(Battles.flashing({ fx = {}, frame = 0 }), false,
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"a battle with no flash counter is not flashing")
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T.eq(Battles.flashing({ fx = { flash = 0 }, frame = 0 }), false,
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"nor one whose counter has run out")
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T.eq(Battles.flashing({ fx = { flash = 16 }, frame = 0 }), true,
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"a live counter flashes on the frames the engine would")
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T.eq(Battles.flashing({ fx = { flash = 16 }, frame = 2 }), false,
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"and is dark on the others, which is what makes it flicker")
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T.eq(Battles.flashing({ fx = { flash = 16 }, frame = 5 }), true,
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"on a four-frame cycle")
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-- ------- the wireframe is forced on in a battle
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--
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-- A fight is a staged shot rather than the world being walked through, so it
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