mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 06:20:54 +02:00
update 2d shiny sprites and shiny animation
This commit is contained in:
+75
-5
@@ -906,11 +906,13 @@ return {
|
||||
-- two flanks -- see `prop` below.
|
||||
wall = { 2, 3, 4, 5, 6, 16, 18, 19, 20, 21, 22, 40, 41,
|
||||
76, 77, 92, 93, 94, 95 },
|
||||
-- the counters, half a cell high: top band (8) with the nurse's
|
||||
-- tray (10), front face (24/25, the game's counterTiles), left end
|
||||
-- cap (56) and the Cable Club's light sections (90/91). 8px is
|
||||
-- one clean band, so the drawn front panel stands up and the
|
||||
-- counter top stays on top; at 12 they read as wall stubs
|
||||
-- the counters, half a cell high: top band (8) and the one cell of
|
||||
-- it that carries the push bell (10, lifted off as a figure below --
|
||||
-- the pin stays as the degradation path), front face (24/25, the
|
||||
-- game's counterTiles), left end cap (56) and the Cable Club's light
|
||||
-- sections (90/91). 8px is one clean band, so the drawn front panel
|
||||
-- stands up and the counter top stays on top; at 12 they read as
|
||||
-- wall stubs
|
||||
counter = { 8, 10, 24, 25, 56, 90, 91,
|
||||
-- and the lounge couch's SEAT column with the man
|
||||
-- sitting on it. Same half-cell box: its bottom row
|
||||
@@ -1035,6 +1037,74 @@ return {
|
||||
-- on the arm. The background corners around his head and the
|
||||
-- cushion wedge under his legs are the only pixels given back.
|
||||
figures = {
|
||||
-- THE PUSH BELL on the reception counter. One tile, $0A, drawn in
|
||||
-- the counter's TOP tile row at cell (3,2) -- the same cell in all
|
||||
-- eleven Centers and nowhere else on this id (scan: 11 hits, all
|
||||
-- tile (7,4)). Every other counter cell in the game runs 8 over
|
||||
-- 24/25; this one runs 8/10 over 24/25, and 10 is 8 with the bell
|
||||
-- painted into its east half.
|
||||
--
|
||||
-- It could not be a class pin: a pin resolves a whole 8x8 tile, and
|
||||
-- the tile is three quarters counter top. Pinned with the counter
|
||||
-- (which is what it was) the bell was just ink lying on the
|
||||
-- surface -- and lying on it TWICE, because the counter's one top
|
||||
-- row had to cover a 16px-deep plot and the mesher repeated it (see
|
||||
-- the half-cell rule in ChunkMesher: fixed, and the two stacked
|
||||
-- bells were what showed it).
|
||||
--
|
||||
-- So it is lifted off by mask, exactly like the Marts' till, and
|
||||
-- `under` puts plain 8 back -- the counter top the artist drew for
|
||||
-- every other cell of the same run, so nothing is synthesized and
|
||||
-- the surface closes up seamlessly.
|
||||
--
|
||||
-- Unlike the till it is NOT an extrusion of its drawing. Seven
|
||||
-- pixels by six of ¾-view dome state a round object and nothing
|
||||
-- else usable: every reading that turns six rows into geometry
|
||||
-- invents more than it measures. So the solid is AUTHORED (see
|
||||
-- TileShape's `model`) -- a 5x3 puck with its corners taken off,
|
||||
-- one voxel proud of the counter, with a single button voxel at
|
||||
-- its centre. `pixels` stays as the segmentation: it is what says
|
||||
-- where on the tile the bell is, and the model centres on it.
|
||||
--
|
||||
-- COLOUR is still not authored. Each layer names the texel its
|
||||
-- faces wear, and all four come off tile 8 -- the counter's own
|
||||
-- plain top, whose first rows are one flat shade each: row 0 its
|
||||
-- black back edge, row 1 its white highlight, row 5 its light
|
||||
-- band. So the puck's sides are the desk's own light shade, its
|
||||
-- top the desk's own white, and the button's sides the desk's own
|
||||
-- black, and all four follow every palette bake with it.
|
||||
--
|
||||
-- It stands at the FRONT of the counter cell: a service bell is on
|
||||
-- the customer's side of the desk, and this is the only object in
|
||||
-- the profile whose depth its drawing does not state. `inset` 2
|
||||
-- backs it off the counter's own front lip -- flush read as balanced
|
||||
-- on the edge; this is the number to move to slide it either way.
|
||||
{
|
||||
w = 1,
|
||||
inset = 2,
|
||||
tiles = { 10 },
|
||||
under = { 8 },
|
||||
model = {
|
||||
{ plan = { "0xxx0",
|
||||
"xxxxx",
|
||||
"0xxx0" },
|
||||
top = { 8, 1 }, side = { 8, 5 } },
|
||||
{ plan = { "00000",
|
||||
"00x00",
|
||||
"00000" },
|
||||
top = { 8, 1 }, side = { 8, 0 } },
|
||||
},
|
||||
pixels = {
|
||||
"........",
|
||||
"........",
|
||||
"...XXX..",
|
||||
"..XXXXX.",
|
||||
".XXXXXXX",
|
||||
".XXXXXXX",
|
||||
"..XXXXX.",
|
||||
"...XXX..",
|
||||
},
|
||||
},
|
||||
{
|
||||
w = 3,
|
||||
tiles = { 36, 37, 57,
|
||||
|
||||
+32
-3
@@ -423,8 +423,12 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
|
||||
|
||||
-- `to` routes the quad somewhere other than the main sink -- the water
|
||||
-- surface is the only caller that ever does (see runGeometry's header).
|
||||
local function topQuad(x0, z0, h, tile, shade, to)
|
||||
local u0, u1, v0, v1 = uvRect(tile, 0, 8)
|
||||
-- `vTop`/`vBot` crop the art to a row range of the tile, which only the
|
||||
-- half-cell furniture rule below ever asks for: a top band that has to
|
||||
-- cover more depth than it was drawn with hands each 8px cell its own
|
||||
-- slice of the band instead of the whole of it.
|
||||
local function topQuad(x0, z0, h, tile, shade, to, vTop, vBot)
|
||||
local u0, u1, v0, v1 = uvRect(tile, vTop or 0, vBot or 8)
|
||||
;(to or push)({ { x0, h, z0 }, { x0 + 8, h, z0 },
|
||||
{ x0 + 8, h, z0 + 8 }, { x0, h, z0 + 8 } },
|
||||
{ { u0, v0 }, { u1, v0 }, { u1, v1 }, { u0, v1 } },
|
||||
@@ -585,6 +589,7 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
|
||||
topQuad(x0, z0, h, topTile, VOLUME_TOP_SHADE)
|
||||
else
|
||||
local topTile = tile
|
||||
local vTop, vBot = nil, nil
|
||||
if s.art == "upright" and s.authored then
|
||||
-- Top art for a pinned box. A furniture drawing is top-view
|
||||
-- rows over floor(h/8) face-on rows the fold stands upright;
|
||||
@@ -611,6 +616,30 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
|
||||
end
|
||||
end
|
||||
local row = math.min(ty, front - math.floor(h / 8))
|
||||
-- HALF-CELL FURNITURE, one cell of plot: the drawing gives ONE
|
||||
-- tile row of top view (the counter's surface) over one that
|
||||
-- folds up as the face (its front panel), and the plot under it
|
||||
-- is 16px deep. Repeating the top row over both depth rows --
|
||||
-- what `row` above resolves to, since the face row has no top
|
||||
-- art of its own to wear -- draws the surface TWICE: the
|
||||
-- Centers' counters ran a black back edge and its white
|
||||
-- highlight down the middle of every counter, and the push bell
|
||||
-- drawn on one of them came out as two bells stacked front to
|
||||
-- back. The band is foreshortened, not tiled, so each depth row
|
||||
-- takes HALF of it and the one drawing covers the whole top.
|
||||
--
|
||||
-- Deliberately narrow: only a run that is exactly one cell deep
|
||||
-- with exactly one top row. A deeper run states its own depth
|
||||
-- 1:1 already (the lounge couch is four tile rows over two
|
||||
-- cells, and its cushions must stay cushion-sized), and only the
|
||||
-- last of its rows repeats -- which is the drawing tiling, not
|
||||
-- a surface drawn once and stretched.
|
||||
local face = math.floor(h / 8)
|
||||
if front - face - north == 0 and front - north == 1 then
|
||||
local k = ty - north
|
||||
row = north
|
||||
vTop, vBot = k * 4, k * 4 + 4
|
||||
end
|
||||
if row < north then
|
||||
-- the whole run folded onto the face: top with the drawn
|
||||
-- row just above it when that row is furniture too (a
|
||||
@@ -629,7 +658,7 @@ local function runGeometry(map, bodyOnly, masks, sink, waterSink)
|
||||
-- on the pond.
|
||||
topQuad(x0, z0, h, topTile,
|
||||
s.art == "upright" and VOLUME_TOP_SHADE or 1,
|
||||
(s.class == "water") and waterPush or nil)
|
||||
(s.class == "water") and waterPush or nil, vTop, vBot)
|
||||
end
|
||||
|
||||
-- sides: 8px bands wherever the neighbour is lower. Band k spans
|
||||
|
||||
+29
-33
@@ -1101,43 +1101,20 @@ function OverworldBattle.sideTexture(battle, side)
|
||||
for k, v in pairs(OFF[side]) do saved[k] = battle[k]; battle[k] = v end
|
||||
texturing = side
|
||||
|
||||
-- A SHINY on this side, tinted here rather than in ShinyUI's flat-path
|
||||
-- wrap. This is the one place a pic is rendered for ONE side at a time,
|
||||
-- so it is the only place the two sides can be tinted differently -- a
|
||||
-- shiny facing an ordinary mon gets its own colour and leaves the other
|
||||
-- alone, which the engine's both-sides-at-once pic layer cannot do.
|
||||
local shinyTint = nil
|
||||
do
|
||||
-- NOT when this side is showing a PERSON. Both sides can be holding a
|
||||
-- trainer pic rather than a Pokemon -- the foe's portrait before the
|
||||
-- send-out, and the player's own back until "Go!" -- and a shiny is a
|
||||
-- fact about a Pokemon, not about its owner. Tinting through it turned
|
||||
-- the player's trainer sprite a different colour for the whole intro,
|
||||
-- which is what a shiny Pokemon in the party looks like if you do not
|
||||
-- ask this question. The two tests are the same ones sideTexture already
|
||||
-- uses to label the finished texture, asked here instead of after.
|
||||
local person = (side == "enemy"
|
||||
and battle.showEnemyTrainer and battle.trainerPic)
|
||||
or (side == "player"
|
||||
and battle.showPlayerBack and battle.playerBackPic)
|
||||
if not person then
|
||||
local battler = (side == "player") and battle.player or battle.enemy
|
||||
local g2 = game()
|
||||
shinyTint = battler and V.require("ShinyUI")
|
||||
.tintFor(battler.mon, g2 and g2.data) or nil
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- no shiny tint here any more
|
||||
--
|
||||
-- This used to bracket the draw below with that side's shiny tint, on the
|
||||
-- grounds that rendering one side at a time is the only place the two can
|
||||
-- be coloured differently. True, and no longer needed: the PIC itself is
|
||||
-- now built from a shiny palette (lib/ShinyPics.lua), which is per-mon
|
||||
-- rather than per-side and gets the colour right instead of approximating
|
||||
-- it with a multiply. Tinting on top of that would apply the shift twice.
|
||||
local ok, err = pcall(function()
|
||||
g.setCanvas(canvas)
|
||||
g.clear(0, 0, 0, 0)
|
||||
g.setBlendMode("alpha")
|
||||
g.setColor(1, 1, 1, 1)
|
||||
if shinyTint then
|
||||
V.require("ShinyUI").withTint(shinyTint, innerPics, battle, 0, 0, 0)
|
||||
else
|
||||
innerPics(battle, 0, 0, 0)
|
||||
end
|
||||
innerPics(battle, 0, 0, 0)
|
||||
end)
|
||||
|
||||
texturing = nil
|
||||
@@ -1288,6 +1265,22 @@ function OverworldBattle.install()
|
||||
return TEX_AX - w * scale / 2, TEX_AY - h * scale, s
|
||||
end
|
||||
|
||||
-- ------- the shiny arrival sparkle, on every rung this file draws
|
||||
--
|
||||
-- Called from BOTH branches below, because both are a complete battle
|
||||
-- frame: the `not shot` branch is the engine's own screen (3D-BTL OFF, and
|
||||
-- any battle the mod does not stage), and the other is the staged shot.
|
||||
--
|
||||
-- It lives here rather than on a hook or a monkeypatch of its own because
|
||||
-- this override IS the battle's draw -- every rung, every frame. The two
|
||||
-- other seams were tried and measured at zero calls: BattleState:update is
|
||||
-- never reached (the battle is not the top of the stack during its own
|
||||
-- intro), and the engine's `battle.overlay` hook is only reached through
|
||||
-- the tail of the engine's draw. See lib/ShinyFlash.lua.
|
||||
local function shinyFlash(battle)
|
||||
pcall(function() V.require("ShinyFlash").render(battle) end)
|
||||
end
|
||||
|
||||
local innerDraw = BattleState.draw
|
||||
function BattleState:draw()
|
||||
local shot = OverworldBattle.shot()
|
||||
@@ -1298,7 +1291,9 @@ function OverworldBattle.install()
|
||||
-- that loses its arena mid-fight goes back to white voids
|
||||
self.letterboxWhite = nil
|
||||
self.dramaticShapeShot = nil
|
||||
return innerDraw(self)
|
||||
local out = innerDraw(self)
|
||||
shinyFlash(self)
|
||||
return out
|
||||
end
|
||||
self.dramaticShapeShot = shot
|
||||
-- The world reaches the screen through the seam a render pipeline's
|
||||
@@ -1325,6 +1320,7 @@ function OverworldBattle.install()
|
||||
-- own HUD drew in, so it letterboxes and chunks identically
|
||||
local cap = BattleScene.capture
|
||||
if cap and cap.drawGB then pcall(cap.drawGB, self) end
|
||||
shinyFlash(self)
|
||||
end
|
||||
|
||||
-- The mons are geometry standing on the map now, drawn in the 3D pass
|
||||
|
||||
@@ -0,0 +1,323 @@
|
||||
-- The arrival sparkle, on the FLAT battle screen.
|
||||
--
|
||||
-- ------- why ShinyFx could not be reused
|
||||
--
|
||||
-- lib/ShinyFx.lua is the sparkle for the STADIUM rungs, and every line of it
|
||||
-- is about the 3D arena: it is armed from Stadium.update on the frame a
|
||||
-- side's model changes, it is sized from the model's own world height and
|
||||
-- radius, and it draws additive quads into the voxel scene through
|
||||
-- Voxel3D.blend. None of that exists on the other rungs -- 3D-BTL OFF has no
|
||||
-- arena at all, and the two 2D-3D rungs stand flat PICS up as billboards
|
||||
-- rather than building a model to measure.
|
||||
--
|
||||
-- So the effect was Stadium-only, and had been since it was written: ShinyFx
|
||||
-- .arm is called from exactly one file. On every other rung a shiny simply
|
||||
-- appeared, with no announcement. This is the announcement, in the one
|
||||
-- coordinate space those rungs share -- the Game Boy's own 160x144 grid,
|
||||
-- where the pic itself is drawn.
|
||||
--
|
||||
-- ------- the two slots
|
||||
--
|
||||
-- Both are the engine's, and neither moves: the enemy's front pic lives in
|
||||
-- the 7x7 tile slot at hlcoord 12,0 (x 96..152, y 0..56) and the player's
|
||||
-- back pic stands at x=8 with its feet on the text box at y=96, two-times
|
||||
-- scaled, so it fills y 32..96. The burst springs from a point inside each,
|
||||
-- a little above centre, which is roughly where a Pokemon's chest is in art
|
||||
-- drawn to fill its box.
|
||||
--
|
||||
-- Deliberately NOT measured off the drawn image. resolveBattleScale can
|
||||
-- rescale a pic per species, the send-out grow animates the scale from zero,
|
||||
-- and following either would make the burst jump around during exactly the
|
||||
-- moment it is playing. The slot is fixed; the sparkle uses the slot.
|
||||
--
|
||||
-- ------- black AND white, both
|
||||
--
|
||||
-- Each spark is drawn twice: a wider near-black cross, then a white one
|
||||
-- inside it. One colour alone would be invisible half the time -- the battle
|
||||
-- screen's field is white, so a white spark vanishes on OFF, and the 2D-3D
|
||||
-- rungs composite the same pic over a sky or a map, where a black one does.
|
||||
-- The pair reads on both, and costs ten extra rectangles.
|
||||
|
||||
-- the mod namespace (see main.lua): V.require loads a sibling module
|
||||
local V = ...
|
||||
|
||||
local Shiny = V.require("Shiny")
|
||||
|
||||
local ShinyFlash = {}
|
||||
|
||||
ShinyFlash.LIFE = 0.75 -- seconds, matching ShinyFx
|
||||
ShinyFlash.SPARKS = 9
|
||||
|
||||
-- The two slots, in GB pixels: where the burst starts and how far it travels.
|
||||
ShinyFlash.SLOTS = {
|
||||
enemy = { x = 124, y = 24, rx = 34, ry = 26 },
|
||||
player = { x = 40, y = 62, rx = 34, ry = 30 },
|
||||
}
|
||||
|
||||
-- Where each spark sits on the ring, as a fraction of a turn. Spread by hand
|
||||
-- rather than randomly: nine sparks on an even ring reads as a ring, and nine
|
||||
-- random ones read as a mess at this size. The half-step offset on alternate
|
||||
-- sparks keeps it from looking like a clock face.
|
||||
local ANGLES = {}
|
||||
for i = 1, ShinyFlash.SPARKS do
|
||||
ANGLES[i] = (i - 1) / ShinyFlash.SPARKS + (i % 2 == 0 and 0.5 or 0)
|
||||
/ ShinyFlash.SPARKS
|
||||
end
|
||||
|
||||
-- ------- why the clock is the WALL clock
|
||||
--
|
||||
-- Everything here happens on the DRAW side (see install), and a draw is
|
||||
-- handed no dt. Rather than accumulate one nobody offers, a burst records
|
||||
-- the time it started and its age is read back off love.timer.
|
||||
--
|
||||
-- That also makes it immune to being asked to draw more than once in a
|
||||
-- frame, which the wide layout does -- once per side -- and which a
|
||||
-- per-call dt accumulator would age at double speed.
|
||||
local function now()
|
||||
return (love.timer and love.timer.getTime and love.timer.getTime()) or 0
|
||||
end
|
||||
|
||||
-- live bursts: side -> the time it started
|
||||
local live = {}
|
||||
|
||||
-- what each side's pic was showing last frame, so an arrival is an EDGE
|
||||
local showing = {}
|
||||
|
||||
-- for the tests and the shot drivers, the way ShinyFx.debug is
|
||||
ShinyFlash.debug = { renders = 0, follows = 0, occupied = 0,
|
||||
armed = 0, draws = 0, sparks = 0, err = "" }
|
||||
|
||||
function ShinyFlash.arm(side)
|
||||
live[side] = now()
|
||||
ShinyFlash.debug.armed = ShinyFlash.debug.armed + 1
|
||||
end
|
||||
|
||||
function ShinyFlash.clear(side)
|
||||
live[side] = nil
|
||||
end
|
||||
|
||||
function ShinyFlash.reset()
|
||||
live, showing = {}, {}
|
||||
end
|
||||
|
||||
-- How far through its life this side's burst is, 0..1, or nil when there
|
||||
-- isn't one (or it has finished, which retires it on the way past).
|
||||
function ShinyFlash.age(side)
|
||||
local started = live[side]
|
||||
if not started then return nil end
|
||||
local u = (now() - started) / ShinyFlash.LIFE
|
||||
if u >= 1 then
|
||||
live[side] = nil
|
||||
return nil
|
||||
end
|
||||
return u
|
||||
end
|
||||
|
||||
function ShinyFlash.active(side)
|
||||
return ShinyFlash.age(side) ~= nil
|
||||
end
|
||||
|
||||
-- ------- is a Pokemon's own pic on screen for this side
|
||||
--
|
||||
-- The conditions are the engine's, read off drawPicsLayer rather than
|
||||
-- guessed: a side showing a TRAINER is showing a person and not a Pokemon,
|
||||
-- and the send-out, the faint fade and the safari/demo cases each have their
|
||||
-- own reason for the slot to be empty.
|
||||
--
|
||||
-- Returns the mon whose pic is up, or nil.
|
||||
function ShinyFlash.occupant(battle, side)
|
||||
if type(battle) ~= "table" then return nil end
|
||||
if side == "enemy" then
|
||||
if battle.showEnemyTrainer and battle.trainerPic then return nil end
|
||||
local b = battle.enemy
|
||||
if not (b and b.sprite) then return nil end
|
||||
if battle.enemyHidden or battle.enemySendingOut then return nil end
|
||||
if battle.fxHidden and battle:fxHidden(b) then return nil end
|
||||
return b.mon
|
||||
end
|
||||
if battle.showPlayerBack and battle.playerBackPic then return nil end
|
||||
if battle.safari or battle.demo then return nil end
|
||||
local b = battle.player
|
||||
if not (b and b.sprite) then return nil end
|
||||
if battle.sendingOut then return nil end
|
||||
if battle.fxHidden and battle:fxHidden(b) then return nil end
|
||||
return b.mon
|
||||
end
|
||||
|
||||
-- Arm on the frame a side's occupant CHANGES to a shiny -- a send-out, a
|
||||
-- switch and a wild foe's first appearance alike, which is the same edge
|
||||
-- ShinyFx picks for the models.
|
||||
function ShinyFlash.follow(battle)
|
||||
ShinyFlash.debug.follows = ShinyFlash.debug.follows + 1
|
||||
for _, side in ipairs({ "enemy", "player" }) do
|
||||
local mon = ShinyFlash.occupant(battle, side)
|
||||
if mon then ShinyFlash.debug.occupied = ShinyFlash.debug.occupied + 1 end
|
||||
if mon ~= showing[side] then
|
||||
showing[side] = mon
|
||||
if mon and Shiny.isShiny(mon) then
|
||||
ShinyFlash.arm(side)
|
||||
else
|
||||
ShinyFlash.clear(side)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- drawing
|
||||
--
|
||||
-- Whole pixels. The screen this lands on is 160x144 and everything else in
|
||||
-- it is on the pixel grid, so a spark at x=41.37 would be the one soft thing
|
||||
-- on a hard-edged frame.
|
||||
local function spark(px, py, arm)
|
||||
local g = love.graphics
|
||||
px, py = math.floor(px + 0.5), math.floor(py + 0.5)
|
||||
-- the dark cross first, one pixel proud of the light one on every side
|
||||
g.setColor(0, 0, 0, 1)
|
||||
g.rectangle("fill", px - arm - 1, py - 1, arm * 2 + 3, 3)
|
||||
g.rectangle("fill", px - 1, py - arm - 1, 3, arm * 2 + 3)
|
||||
g.setColor(1, 1, 1, 1)
|
||||
g.rectangle("fill", px - arm, py, arm * 2 + 1, 1)
|
||||
g.rectangle("fill", px, py - arm, 1, arm * 2 + 1)
|
||||
end
|
||||
|
||||
-- One side's burst, if it has one.
|
||||
function ShinyFlash.draw(side, sx, sy)
|
||||
local u = ShinyFlash.age(side)
|
||||
if not u then return end
|
||||
local slot = ShinyFlash.SLOTS[side]
|
||||
if not slot then return end
|
||||
local g = love.graphics
|
||||
local r, gg, b, a = g.getColor()
|
||||
|
||||
-- Out and fading. The ring eases OUT rather than travelling at a constant
|
||||
-- speed -- fast off the mark, slow at the edge -- because a burst that
|
||||
-- decelerates reads as thrown and one that does not reads as a wipe.
|
||||
local ease = 1 - (1 - u) * (1 - u)
|
||||
local fade = 1 - u
|
||||
g.setColor(1, 1, 1, 1)
|
||||
ShinyFlash.debug.draws = ShinyFlash.debug.draws + 1
|
||||
|
||||
for i = 1, ShinyFlash.SPARKS do
|
||||
-- every third spark is held back a little, so the ring has some depth
|
||||
-- rather than nine points on one circle
|
||||
local lag = (i % 3 == 0) and 0.78 or 1
|
||||
local ang = ANGLES[i] * math.pi * 2
|
||||
local px = (sx or 0) + slot.x + math.cos(ang) * slot.rx * ease * lag
|
||||
local py = (sy or 0) + slot.y - math.sin(ang) * slot.ry * ease * lag
|
||||
-- arms shrink as the spark fades, so it goes out rather than vanishing
|
||||
local arm = 1 + math.floor(fade * 2.5)
|
||||
spark(px, py, arm)
|
||||
ShinyFlash.debug.sparks = ShinyFlash.debug.sparks + 1
|
||||
end
|
||||
|
||||
g.setColor(r, gg, b, a)
|
||||
end
|
||||
|
||||
-- ------- BEHIND the Pokemon, not over it
|
||||
--
|
||||
-- The burst springs from inside the mon and flies outward, so the frames that
|
||||
-- matter most are the ones where the ring is still small and sitting ON the
|
||||
-- body. Drawn from the overlay hook -- the end of the battle draw -- every one
|
||||
-- of those lands in FRONT of the pic, and the sparkle reads as stuck to the
|
||||
-- glass rather than as coming from the Pokemon.
|
||||
--
|
||||
-- So it is drawn from the PICS LAYER instead, before the engine's own pics go
|
||||
-- down. That is the only place in the frame that is behind the mon and in
|
||||
-- front of the field.
|
||||
--
|
||||
-- The overlay hook stays, and is still the only seam the 3D rungs have:
|
||||
-- OverworldBattle captured drawPicsLayer at install time and its battle draw
|
||||
-- calls the captured copy, so the wrap below never runs there. Whichever seam
|
||||
-- fires first draws; the other one sees the side already spent and leaves it
|
||||
-- alone. `spent` is cleared by the overlay, which is the one call guaranteed
|
||||
-- to happen exactly once per battle draw.
|
||||
local spent = {}
|
||||
|
||||
-- One side, unless it has already been drawn this frame.
|
||||
local function once(side, sx, sy)
|
||||
if spent[side] then return end
|
||||
spent[side] = true
|
||||
ShinyFlash.draw(side, sx, sy)
|
||||
end
|
||||
|
||||
-- The pics layer, BEFORE the engine's pics. `onlySide` is the wide layout
|
||||
-- drawing one side per call, and is honoured so the burst lands in the same
|
||||
-- pass its Pokemon does.
|
||||
--
|
||||
-- Skipped while the layer is SLIDING (the intro walks the whole battle in
|
||||
-- from the side): the slot this draws to is fixed, so a burst during the
|
||||
-- slide would sit still while the mon travelled past it. Nothing is lost --
|
||||
-- the arrival edge that arms it is after the slide is over.
|
||||
function ShinyFlash.renderBehind(battle, slide, sx, sy, onlySide)
|
||||
ShinyFlash.debug.behinds = (ShinyFlash.debug.behinds or 0) + 1
|
||||
ShinyFlash.follow(battle)
|
||||
if (slide or 0) ~= 0 then return end
|
||||
if onlySide ~= "player" then once("enemy", sx, sy) end
|
||||
if onlySide ~= "enemy" then once("player", sx, sy) end
|
||||
end
|
||||
|
||||
-- Follow the occupants and draw whatever the pics layer did not, in one call.
|
||||
function ShinyFlash.render(battle)
|
||||
ShinyFlash.debug.renders = ShinyFlash.debug.renders + 1
|
||||
ShinyFlash.follow(battle)
|
||||
once("enemy", 0, 0)
|
||||
once("player", 0, 0)
|
||||
spent = {} -- one battle draw ends here; the next is new
|
||||
end
|
||||
|
||||
-- ------- install
|
||||
--
|
||||
-- Through the engine's own `battle.overlay` hook, whose comment at the call
|
||||
-- site names this exact use ("shiny sparkles, custom HUD chrome"). It fires
|
||||
-- at the very end of BattleState:draw, in the Game Boy's own 160x144 space,
|
||||
-- with the battle as its argument -- which is all this needs.
|
||||
--
|
||||
-- A MONKEYPATCH ON UPDATE WAS TRIED FIRST AND DOES NOT WORK, which is worth
|
||||
-- recording so it is not tried again: BattleState:update never fires during
|
||||
-- the intro, because the battle is not the top of the stack there and
|
||||
-- StateStack:update only calls the top. Measured -- installed, confirmed live
|
||||
-- on the class, zero calls -- rather than reasoned about.
|
||||
--
|
||||
-- The hook has no shake offset to give, and does not need one: it is called
|
||||
-- after the screen-shake translate has been popped, so nominal coordinates
|
||||
-- are the right ones.
|
||||
--
|
||||
-- ------- and the second seam, for depth
|
||||
--
|
||||
-- The overlay alone draws the burst OVER the Pokemon. The pics layer is
|
||||
-- wrapped as well so it can go down BEHIND it (see renderBehind), on every
|
||||
-- rung where the engine's own method is the one called. On the 3D rungs it is
|
||||
-- not -- OverworldBattle captured drawPicsLayer at install time and calls the
|
||||
-- captured copy -- and there the overlay is still the seam, which is why both
|
||||
-- are installed rather than one replacing the other.
|
||||
function ShinyFlash.install()
|
||||
local mod = V.mod
|
||||
if not (mod and mod.hooks and mod.hooks.wrap) then return false end
|
||||
if ShinyFlash.installed then return true end
|
||||
mod.hooks:wrap("battle.overlay", function(next, battle)
|
||||
local out = next(battle)
|
||||
local ok, err = pcall(ShinyFlash.render, battle)
|
||||
if not ok then ShinyFlash.debug.err = tostring(err) end
|
||||
return out
|
||||
end)
|
||||
|
||||
local okBS, BattleState = pcall(require, "src.battle.BattleState")
|
||||
if okBS and type(BattleState) == "table"
|
||||
and type(BattleState.drawPicsLayer) == "function"
|
||||
and not BattleState.dramaticShapeShinyFlash then
|
||||
local inner = BattleState.drawPicsLayer
|
||||
function BattleState:drawPicsLayer(slide, sx, sy, onlySide, ...)
|
||||
ShinyFlash.debug.picsCalls = (ShinyFlash.debug.picsCalls or 0) + 1
|
||||
local ok, err = pcall(ShinyFlash.renderBehind, self, slide, sx, sy,
|
||||
onlySide)
|
||||
if not ok then ShinyFlash.debug.err = tostring(err) end
|
||||
return inner(self, slide, sx, sy, onlySide, ...)
|
||||
end
|
||||
BattleState.dramaticShapeShinyFlash = true
|
||||
end
|
||||
|
||||
ShinyFlash.installed = true
|
||||
return true
|
||||
end
|
||||
|
||||
return ShinyFlash
|
||||
+118
-7
@@ -368,17 +368,128 @@ end
|
||||
-- So: slide species use the slide, which is defined on all colours. Table
|
||||
-- species fall back to their tint multiplier, which IS derived from the
|
||||
-- table and does carry its direction.
|
||||
-- ------- reading a SLIDE back out of a lookup table
|
||||
--
|
||||
-- A multiply was the first answer here and it is not good enough. Gyarados is
|
||||
-- the whole argument: its shiny is BLUE TURNING RED, and no multiply reaches
|
||||
-- red from blue -- it can only darken what is already there, so the most
|
||||
-- dramatic shiny in the game came out a dull mauve. That is the same ceiling
|
||||
-- the flat tint hit (see lib/ShinyPics.lua), reached from the other side.
|
||||
--
|
||||
-- But the table is not just a direction, it is the ANSWER: 1857 exact
|
||||
-- (normal -> shiny) pairs lifted from Stadium's own alternate textures. Read
|
||||
-- as HSL, each pair is a hue rotation, a saturation scale and a lightness
|
||||
-- step -- which is precisely the shape of a slide. So the five table species
|
||||
-- get a slide MEASURED from their own table rather than declared, and the one
|
||||
-- transform serves all 151.
|
||||
--
|
||||
-- Averaged over the pairs because a real alternate texture is not a perfect
|
||||
-- slide -- that is why it is a texture -- but it is close enough to one that
|
||||
-- the mean carries the change a player actually sees.
|
||||
--
|
||||
-- hue circularly (sum the unit vectors), or opposite rotations
|
||||
-- would cancel to "no change"
|
||||
-- saturation as GIMP's k, s2 = s1 * (1 + k), skipping near-grey pairs
|
||||
-- where the ratio is noise
|
||||
-- lightness as GIMP's two-sided k, matching shiftLight
|
||||
local slideCache = {}
|
||||
|
||||
local function slideFromLut(lut)
|
||||
local sx, sy, hueN = 0, 0, 0
|
||||
local sk, sn, lk, ln = 0, 0, 0, 0
|
||||
for key, val in pairs(lut) do
|
||||
local r1 = floor(key / 65536) % 256
|
||||
local g1 = floor(key / 256) % 256
|
||||
local b1 = key % 256
|
||||
local r2 = floor(val / 65536) % 256
|
||||
local g2 = floor(val / 256) % 256
|
||||
local b2 = val % 256
|
||||
local h1, s1, l1 = rgbToHsl(r1, g1, b1)
|
||||
local h2, s2, l2 = rgbToHsl(r2, g2, b2)
|
||||
-- an achromatic end has no hue, so the pair says nothing about rotation
|
||||
if s1 > 0.08 and s2 > 0.08 then
|
||||
-- DEGREES, both of them: rgbToHsl returns h*60 and hslToRgb takes
|
||||
-- `h % 360`, so the declared slides are in degrees too (-136 for
|
||||
-- Charizard) and a measured one has to come out in the same unit. It
|
||||
-- did not at first, and a rotation of 0.13 TURNS read as 0.13 degrees:
|
||||
-- Gyarados stayed blue and the whole point of measuring was lost.
|
||||
local d = math.rad(h2 - h1)
|
||||
sx, sy = sx + math.cos(d), sy + math.sin(d)
|
||||
hueN = hueN + 1
|
||||
sk, sn = sk + (s2 / s1 - 1), sn + 1
|
||||
end
|
||||
if l1 > 0.02 and l1 < 0.98 then
|
||||
lk = lk + (l2 < l1 and (l2 / l1 - 1) or ((l2 - l1) / (1 - l1)))
|
||||
ln = ln + 1
|
||||
end
|
||||
end
|
||||
local dh = 0
|
||||
if hueN > 0 and (sx * sx + sy * sy) > 1e-9 then
|
||||
dh = math.deg(math.atan2(sy, sx))
|
||||
end
|
||||
-- back into the -8..+8 STEPS the slide fields are in, so the value that
|
||||
-- comes out of here is the same kind of number as the 146 declared ones
|
||||
return {
|
||||
h = dh,
|
||||
s = sn > 0 and (sk / sn) / 0.125 or 0,
|
||||
l = ln > 0 and (lk / ln) / 0.125 or 0,
|
||||
}
|
||||
end
|
||||
|
||||
-- A transform for PALETTE colours rather than texture texels.
|
||||
--
|
||||
-- The two are not the same job. A lookup table answers only the colours that
|
||||
-- are IN it -- the ones its model is painted with -- and the engine's palettes
|
||||
-- are a different set entirely (BLUEMON's blue is not any blue on the
|
||||
-- Gyarados model), so the table asked to shift a palette returns it unchanged
|
||||
-- and the most dramatic shiny in the game comes out identical.
|
||||
--
|
||||
-- So: slide species use their declared slide, and table species use one
|
||||
-- measured out of their table by slideFromLut above. Both end up in the same
|
||||
-- HSL transform, which is the only kind that can rotate a hue.
|
||||
-- ------- and why the LIGHTNESS step is damped on a palette
|
||||
--
|
||||
-- A slide's l is authored against a TEXTURE: thousands of texels spread
|
||||
-- across the middle of the range, where "six steps darker" reads as a shadow
|
||||
-- falling over the animal. A Game Boy palette is not that. It is a four-shade
|
||||
-- RAMP from paper to ink, and only the middle two shades are the Pokemon --
|
||||
-- both already dark relative to the white they sit on, and both needing to
|
||||
-- stay clear of the fixed ink below them.
|
||||
--
|
||||
-- Applied whole, Golbat's -6 took its two shades to 27,42,37 and 34,58,52:
|
||||
-- correct green, and a green nobody can see against a 25,16,16 outline. Half
|
||||
-- the step keeps the direction and keeps the pic readable, which is the trade
|
||||
-- the ramp forces. Hue and saturation are untouched -- they are what makes a
|
||||
-- shiny recognisable as one, and neither collides with the paper or the ink.
|
||||
ShinyPalette.PALETTE_LIGHT_DAMP = 0.5
|
||||
|
||||
function ShinyPalette.paletteTransform(dex)
|
||||
local spec = ShinyPalette.forDex(dex)
|
||||
local slide = spec and spec.slide
|
||||
if not spec then return nil end
|
||||
if not spec.lut then return ShinyPalette.transform(spec) end
|
||||
local t = ShinyPalette.tintFor(dex)
|
||||
if not t then return nil end
|
||||
return function(r, g, b)
|
||||
return floor(min(255, r * t[1]) + 0.5),
|
||||
floor(min(255, g * t[2]) + 0.5),
|
||||
floor(min(255, b * t[3]) + 0.5)
|
||||
if spec.lut then
|
||||
if slideCache[dex] == nil then
|
||||
slideCache[dex] = slideFromLut(spec.lut) or false
|
||||
end
|
||||
slide = slideCache[dex] or nil
|
||||
end
|
||||
if not slide then return nil end
|
||||
return slideFn({
|
||||
h = slide.h or 0,
|
||||
s = slide.s or 0,
|
||||
l = (slide.l or 0) * ShinyPalette.PALETTE_LIGHT_DAMP,
|
||||
})
|
||||
end
|
||||
|
||||
-- The measured slide itself, for the tests and for anyone checking the five
|
||||
-- against Stadium's own textures.
|
||||
function ShinyPalette.lutSlide(dex)
|
||||
local spec = ShinyPalette.forDex(dex)
|
||||
if not (spec and spec.lut) then return nil end
|
||||
if slideCache[dex] == nil then
|
||||
slideCache[dex] = slideFromLut(spec.lut) or false
|
||||
end
|
||||
return slideCache[dex] or nil
|
||||
end
|
||||
|
||||
-- ------- the pass over one species' whole texture array
|
||||
|
||||
@@ -0,0 +1,156 @@
|
||||
-- A shiny's battle pic, genuinely recoloured.
|
||||
--
|
||||
-- ------- why the tint had to go
|
||||
--
|
||||
-- The first answer to "a shiny on the flat art" was a MULTIPLY at draw time,
|
||||
-- and it was the wrong shape twice over:
|
||||
--
|
||||
-- * A multiply can only DARKEN. Shiny Gyarados is blue turning RED; the
|
||||
-- nearest a multiply gets is a dimmer blue. Every species whose shiny is
|
||||
-- lighter, or is a hue rotation rather than a dimming, came out looking
|
||||
-- like the ordinary one with the brightness down -- which is exactly what
|
||||
-- "shinies don't work in 2D" describes.
|
||||
-- * It tinted the whole PICS LAYER, both sides at once, because that is the
|
||||
-- granularity the engine's own draw has. A shiny facing an ordinary mon
|
||||
-- dimmed its opponent too.
|
||||
--
|
||||
-- ------- where the colour actually lives
|
||||
--
|
||||
-- The battle pic is not drawn from four-shade art at play time. getImage
|
||||
-- (src/battle/BattleState.lua:147) snaps the four DMG shades to the species'
|
||||
-- palette ONCE, with mapPixel, and caches the finished image under
|
||||
-- `path .. "#" .. pal.name`. By the time anything is drawn the colour is
|
||||
-- already baked in, and the only way to change it is to hand that bake a
|
||||
-- different palette -- which also means a different cache NAME, or the shiny
|
||||
-- and the ordinary pic fight over one cache slot.
|
||||
--
|
||||
-- That is the whole of this file. It is the same conclusion ShinyUI reached
|
||||
-- for the status screen ("the palette is what has to move"), applied to the
|
||||
-- one other place a Pokemon is drawn flat.
|
||||
--
|
||||
-- ------- the seam
|
||||
--
|
||||
-- monPalette (BattleState.lua:216) is a local, so it cannot be wrapped. What
|
||||
-- it calls -- PaletteFX.monPal and PaletteFX.monPalName -- are not, and they
|
||||
-- are asked in that order for every battle pic the game builds.
|
||||
--
|
||||
-- Neither is told WHICH Pokemon is being drawn; both take a species. The
|
||||
-- individual arrives one call earlier, at the engine's own `pokemon.sprite`
|
||||
-- hook, which carries ctx.mon -- so the hook notes "the pic about to be built
|
||||
-- is this shiny mon's" and the two palette wraps consume that note. A flag
|
||||
-- rather than an argument, because the argument does not exist.
|
||||
--
|
||||
-- It is consumed ONCE, and matched on species as well, so a leak (monPalette
|
||||
-- returns early when a species has no palette at all, and then never asks for
|
||||
-- the name) cannot recolour somebody else's pic -- the worst case is one
|
||||
-- extra ordinary pic built under a shiny cache key, which the next call
|
||||
-- corrects.
|
||||
|
||||
-- the mod namespace (see main.lua): V.require loads a sibling module
|
||||
local V = ...
|
||||
|
||||
local Shiny = V.require("Shiny")
|
||||
local ShinyPalette = V.require("ShinyPalette")
|
||||
|
||||
local ShinyPics = {}
|
||||
|
||||
-- { species = <name>, dex = <n> } while a shiny's pic is being built
|
||||
local pending = nil
|
||||
|
||||
-- The suffix that makes the shiny pic its own cache entry. Part of the
|
||||
-- palette NAME rather than the path, because the name is what getImage keys
|
||||
-- on and the path is real art on disk that this mod does not add to.
|
||||
ShinyPics.SUFFIX = "-SHINY"
|
||||
|
||||
-- ------- what the sprite hook notices
|
||||
--
|
||||
-- Called for every battle pic the engine resolves. Returns nothing: the point
|
||||
-- is the note it leaves.
|
||||
function ShinyPics.note(ctx)
|
||||
pending = nil
|
||||
if type(ctx) ~= "table" or ctx.kind ~= "battle" then return end
|
||||
local mon = ctx.mon
|
||||
if not (mon and Shiny.isShiny(mon)) then return end
|
||||
local def = ctx.data and ctx.data.pokemon and ctx.data.pokemon[ctx.species]
|
||||
local dex = def and def.dex
|
||||
if not dex then return end
|
||||
pending = { species = ctx.species, dex = dex }
|
||||
end
|
||||
|
||||
-- Whether the pic currently being built is a shiny's -- for a test, and for
|
||||
-- the palette wraps below.
|
||||
function ShinyPics.pendingDex(species)
|
||||
if pending and pending.species == species then return pending.dex end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- ------- the palette wraps
|
||||
--
|
||||
-- Idempotent by sentinel, the pattern every wrap in this mod uses.
|
||||
function ShinyPics.install()
|
||||
local ok, PaletteFX = pcall(require, "src.render.PaletteFX")
|
||||
if not ok or type(PaletteFX) ~= "table" then return false end
|
||||
if PaletteFX.dramaticShapeShiny then return true end
|
||||
local innerPal = PaletteFX.monPal
|
||||
local innerName = PaletteFX.monPalName
|
||||
if type(innerPal) ~= "function" or type(innerName) ~= "function" then
|
||||
return false
|
||||
end
|
||||
|
||||
function PaletteFX.monPal(data, species, transformed, ...)
|
||||
local cols = innerPal(data, species, transformed, ...)
|
||||
local dex = ShinyPics.pendingDex(species)
|
||||
if not (cols and dex) then
|
||||
-- nothing to recolour, and monPalette's early return means the name
|
||||
-- wrap below may never run: drop the note here rather than leave it
|
||||
-- for whoever asks next
|
||||
if not cols then pending = nil end
|
||||
return cols
|
||||
end
|
||||
local fn = ShinyPalette.paletteTransform(dex)
|
||||
if not fn then return cols end
|
||||
-- ------- the first and last shades DO NOT MOVE
|
||||
--
|
||||
-- A Game Boy mon palette is four shades and only the middle two are the
|
||||
-- Pokemon. The first is the PAPER -- 255,239,255 in every species'
|
||||
-- palette in the dataset, the white the pic sits on -- and the last is
|
||||
-- the INK, 25,16,16, the outline every pic is drawn with. Both are shared
|
||||
-- constants, not colours anybody chose for this animal.
|
||||
--
|
||||
-- Sliding them is what a shiny looks like when it is broken: shiny Golbat
|
||||
-- rotates far enough that its white became NAVY (31,34,93) and the pic
|
||||
-- read as a mon on a blue card rather than a green Golbat. Stadium's
|
||||
-- slides were authored for model textures, which have no paper and no
|
||||
-- outline in them, so there was nothing there to warn against it.
|
||||
--
|
||||
-- COPIED, never written through, for the rest. monPal hands back the
|
||||
-- dataset's own palette table, and mutating it would recolour every
|
||||
-- Pokemon of the species everywhere for the rest of the process -- the
|
||||
-- same trap ShinyUI's summary wrap documents.
|
||||
local last = #cols
|
||||
local out = {}
|
||||
for i, c in ipairs(cols) do
|
||||
if type(c) == "table" and c[1] and i > 1 and i < last then
|
||||
local r, g, b = fn(c[1], c[2], c[3])
|
||||
out[i] = { r, g, b }
|
||||
else
|
||||
out[i] = c
|
||||
end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
function PaletteFX.monPalName(data, species, ...)
|
||||
local name = innerName(data, species, ...)
|
||||
local dex = ShinyPics.pendingDex(species)
|
||||
pending = nil -- consumed: one pic, one note
|
||||
if not (name and dex) then return name end
|
||||
if not ShinyPalette.paletteTransform(dex) then return name end
|
||||
return name .. ShinyPics.SUFFIX
|
||||
end
|
||||
|
||||
PaletteFX.dramaticShapeShiny = true
|
||||
return true
|
||||
end
|
||||
|
||||
return ShinyPics
|
||||
+20
-47
@@ -97,7 +97,6 @@ end
|
||||
|
||||
function ShinyUI.install()
|
||||
ShinyUI.installSummary()
|
||||
ShinyUI.installBattlePics()
|
||||
end
|
||||
|
||||
-- The status page. Wraps the draw and adds the star afterwards, so the
|
||||
@@ -177,51 +176,25 @@ function ShinyUI.installSummary()
|
||||
SummaryMenu.dramaticShapeShiny = true
|
||||
end
|
||||
|
||||
-- The battle pics. The engine's pic layer is reached through
|
||||
-- BattleState:drawPicsLayer, which draws BOTH sides in one call -- so a
|
||||
-- per-side tint has to bracket each side separately, which is exactly what
|
||||
-- OverworldBattle.sideTexture already does when it renders one side at a
|
||||
-- time into its own canvas. That is where the tint belongs on the 3D path;
|
||||
-- this wrap covers the FLAT path, where the engine draws the battle itself.
|
||||
function ShinyUI.installBattlePics()
|
||||
local ok, BattleState = pcall(require, "src.battle.BattleState")
|
||||
if not ok or type(BattleState) ~= "table" then return end
|
||||
if BattleState.dramaticShapeShinyPics then return end
|
||||
local inner = BattleState.drawPicsLayer
|
||||
if type(inner) ~= "function" then return end
|
||||
|
||||
function BattleState:drawPicsLayer(...)
|
||||
-- THE 3D PATH HAS ALREADY DONE THIS, per side and better: when the mod
|
||||
-- is rendering one side into its own canvas it brackets that draw with
|
||||
-- that side's own tint (OverworldBattle.sideTexture). Tinting again here
|
||||
-- would square it. Asked as a question rather than left to install
|
||||
-- order, because both wraps are installed from main.lua and whichever
|
||||
-- ran first would otherwise silently decide the outcome.
|
||||
local okOw, Ow = pcall(V.require, "OverworldBattle")
|
||||
if okOw and Ow and Ow.texturingSide and Ow.texturingSide() then
|
||||
return inner(self, ...)
|
||||
end
|
||||
|
||||
-- Both sides at once, so when they disagree the tint cannot be applied
|
||||
-- per-side here without splitting the engine's own draw. When only ONE
|
||||
-- side is shiny we tint the whole layer by it: the other side's pic is
|
||||
-- dimmed slightly, which is far less wrong than a shiny drawn in its
|
||||
-- ordinary colours -- and when both are shiny each gets the mean.
|
||||
local data = self.game and self.game.data
|
||||
local a = self.player and ShinyUI.tintFor(self.player.mon, data)
|
||||
local b = self.enemy and ShinyUI.tintFor(self.enemy.mon, data)
|
||||
local tint = a or b
|
||||
if a and b then
|
||||
tint = { (a[1] + b[1]) / 2, (a[2] + b[2]) / 2, (a[3] + b[3]) / 2 }
|
||||
end
|
||||
if not tint then return inner(self, ...) end
|
||||
local args = { ... }
|
||||
local out
|
||||
ShinyUI.withTint(tint, function() out = { inner(self, unpack(args)) } end)
|
||||
return unpack(out or {})
|
||||
end
|
||||
|
||||
BattleState.dramaticShapeShinyPics = true
|
||||
end
|
||||
-- ------- the battle pics are NOT tinted here any more
|
||||
--
|
||||
-- There used to be a third wrap in this file: a multiply over
|
||||
-- BattleState:drawPicsLayer, with the tint above. It is gone, and the reason
|
||||
-- is worth keeping so it is not put back.
|
||||
--
|
||||
-- A multiply can only DARKEN. Shiny Gyarados is blue turning red, and the
|
||||
-- nearest a multiply gets to that is a dimmer blue -- so every species whose
|
||||
-- shiny is lighter, or is a rotation rather than a dimming, read as the
|
||||
-- ordinary one with the brightness down. And the engine's pic layer draws
|
||||
-- BOTH sides in one call, so a shiny also dimmed the ordinary mon opposite it.
|
||||
--
|
||||
-- lib/ShinyPics.lua replaces it by moving the PALETTE instead, which is where
|
||||
-- a battle pic's colour actually lives: getImage bakes the four DMG shades
|
||||
-- into the species palette once and caches the result, so handing that bake a
|
||||
-- shiny palette (under a cache name of its own) gives a genuinely recoloured
|
||||
-- pic -- brightening included -- for one side alone.
|
||||
--
|
||||
-- ShinyUI.withTint and ShinyUI.tintFor stay: the 3D path still uses them for
|
||||
-- the per-side canvas, and they are the only tint left in the mod.
|
||||
|
||||
return ShinyUI
|
||||
|
||||
+88
-1
@@ -3089,6 +3089,80 @@ local function maskPlate(quads, m, perRow, atlasW, atlasH, x0, r, y, z0, D)
|
||||
end
|
||||
end
|
||||
|
||||
-- An AUTHORED solid standing on furniture, given as plan layers instead of
|
||||
-- extruded from the drawing (see TileShape's `model`). The one thing it
|
||||
-- shares with the mask paths is that nothing here is a colour: each layer
|
||||
-- names the atlas texels its top and its sides wear, and every quad below
|
||||
-- samples one of them, so the Centers' bell is painted out of the counter's
|
||||
-- own pixels and recolours with it.
|
||||
--
|
||||
-- Placement is by CELL, not by drawn row. A model exists because the
|
||||
-- drawing was too small to un-project, so its drawn row says nothing about
|
||||
-- depth worth keeping -- what says something is which piece of furniture it
|
||||
-- is on and which end of it a person reaches: the solid is centred on the
|
||||
-- mask's own columns and pushed to the SOUTH edge of the support cell, the
|
||||
-- face the aisle is on, less the entry's `inset` -- the one number here
|
||||
-- taste can move, because flush against the counter's own front lip is a
|
||||
-- real position and so is a couple of voxels back from it.
|
||||
local function maskModel(quads, m, perRow, atlasW, atlasH, xMid, zSouth, y0)
|
||||
local function uvOf(t)
|
||||
local tile, row, col = t[1], t[2], t[3] or 0
|
||||
return ((tile % perRow) * 8 + col + 0.5) / atlasW,
|
||||
(math.floor(tile / perRow) * 8 + row + 0.5) / atlasH
|
||||
end
|
||||
|
||||
for k, L in ipairs(m) do
|
||||
local u, v = uvOf(L.side)
|
||||
local ut, vt = uvOf(L.top)
|
||||
local above = m[k + 1]
|
||||
local x0 = xMid - math.floor(L.w / 2)
|
||||
local z0 = zSouth - L.d
|
||||
local function solid(layer, dx, dz)
|
||||
if not layer or dx < 0 or dx >= layer.w or dz < 0 or dz >= layer.d then
|
||||
return false
|
||||
end
|
||||
return layer.cells[dz * layer.w + dx] or false
|
||||
end
|
||||
for dz = 0, L.d - 1 do
|
||||
for dx = 0, L.w - 1 do
|
||||
if solid(L, dx, dz) then
|
||||
local x, y, z = x0 + dx, y0 + k - 1, z0 + dz
|
||||
local function quad(c1, c2, c3, c4, uu, vv, shade)
|
||||
quads[#quads + 1] = { c1, c2, c3, c4, u = uu, v = vv,
|
||||
shade = shade }
|
||||
end
|
||||
-- a layer's own plan is what closes it: a face is drawn wherever
|
||||
-- the neighbouring cell of this layer is empty, and the top
|
||||
-- wherever the layer ABOVE does not stand on it. Nothing needs a
|
||||
-- bottom -- layer 1 rests on the furniture and the rest rest on
|
||||
-- each other.
|
||||
if not solid(above, dx, dz) then
|
||||
quad({ x, y + 1, z }, { x + 1, y + 1, z }, { x + 1, y + 1, z + 1 },
|
||||
{ x, y + 1, z + 1 }, ut, vt, OBJ_SHADE.top)
|
||||
end
|
||||
if not solid(L, dx, dz + 1) then
|
||||
quad({ x, y, z + 1 }, { x + 1, y, z + 1 },
|
||||
{ x + 1, y + 1, z + 1 }, { x, y + 1, z + 1 }, u, v,
|
||||
OBJ_SHADE.front)
|
||||
end
|
||||
if not solid(L, dx, dz - 1) then
|
||||
quad({ x + 1, y, z }, { x, y, z }, { x, y + 1, z },
|
||||
{ x + 1, y + 1, z }, u, v, OBJ_SHADE.back)
|
||||
end
|
||||
if not solid(L, dx - 1, dz) then
|
||||
quad({ x, y, z }, { x, y, z + 1 }, { x, y + 1, z + 1 },
|
||||
{ x, y + 1, z }, u, v, OBJ_SHADE.side)
|
||||
end
|
||||
if not solid(L, dx + 1, dz) then
|
||||
quad({ x + 1, y, z + 1 }, { x + 1, y, z }, { x + 1, y + 1, z },
|
||||
{ x + 1, y + 1, z + 1 }, u, v, OBJ_SHADE.side)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- ---- figures: a thing drawn INTO furniture, cut out and stood up ----
|
||||
|
||||
-- One authored figure at one matched position.
|
||||
@@ -3171,7 +3245,20 @@ local function buildFigure(S, map, fig, tx, ty, perRow)
|
||||
local atlasW = map.tileset.imageWidth or 128
|
||||
local atlasH = map.tileset.imageHeight or 48
|
||||
|
||||
if fig.depth then
|
||||
if fig.model then
|
||||
-- An authored solid: centred on the mask's own columns, standing on
|
||||
-- the furniture's top plane at the front of its cell.
|
||||
local maxX = minX
|
||||
for ly = 0, bh - 1 do
|
||||
for lx = 0, bw - 1 do
|
||||
if at(lx, ly) and lx > maxX then maxX = lx end
|
||||
end
|
||||
end
|
||||
local xMid = tx * 8 + math.floor((minX + maxX + 1) / 2)
|
||||
local zSouth = (math.floor((ty + fig.h - 1) / 2) + 1) * 16 - (fig.inset or 0)
|
||||
maskModel(S.objectQuads, fig.model, perRow, atlasW, atlasH,
|
||||
xMid, zSouth, baseY)
|
||||
elseif fig.depth then
|
||||
-- An OBJECT: the standee slab, standing on the FRONT edge of the tile
|
||||
-- row its feet are drawn in -- the south face of the 8px band a
|
||||
-- character card would have pivoted in. It is anchored there and
|
||||
|
||||
@@ -469,6 +469,8 @@ end
|
||||
--
|
||||
-- figures = { { w = <tiles across>,
|
||||
-- depth = <voxels of body; ABSENT for a person>,
|
||||
-- model = { ...authored plan layers, bottom first... },
|
||||
-- inset = <voxels back from the support cell's front>,
|
||||
-- thin = { rows = <top rows>, depth = <voxels> },
|
||||
-- flat = { x = { <lx0>, <lx1> }, rows = { <r0>, <r1> } },
|
||||
-- tiles = { ...w*h tile ids, row-major... },
|
||||
@@ -488,6 +490,16 @@ end
|
||||
-- same furniture the card would have stood on. The Marts' cash
|
||||
-- register is the case: a machine on a counter is a box, not an icon.
|
||||
--
|
||||
-- `model` is the third answer, and the only one that is not an extrusion
|
||||
-- of the drawing at all: an AUTHORED solid, given as plan layers bottom
|
||||
-- first, standing at the FRONT of the support cell. It exists for a
|
||||
-- drawing too small to un-project -- the Centers' push bell is 7x6 pixels
|
||||
-- of ¾-view dome, and no reading of six rows produces a shape a mask can
|
||||
-- extrude without inventing more than it measures. What it still may not
|
||||
-- invent is COLOUR: each layer names the atlas texel its top and its
|
||||
-- sides wear, so the solid is painted out of the drawing it replaces and
|
||||
-- follows every palette bake exactly like the rest of this file.
|
||||
--
|
||||
-- Two fields say which parts of such a drawing are NOT the extrusion,
|
||||
-- because a solid drawn in one 16x16 GB cell still packs more than one
|
||||
-- facing:
|
||||
@@ -557,10 +569,43 @@ local function authoredMasks(list)
|
||||
r0 = math.floor(f.flat.rows[1]),
|
||||
r1 = math.floor(f.flat.rows[2]) }
|
||||
end
|
||||
-- an AUTHORED model: plan layers bottom-first, each with the atlas
|
||||
-- texel its top and its sides wear. Dropped whole on any malformed
|
||||
-- layer, like every other field here -- a typo should leave the
|
||||
-- drawing lying flat, not build half a solid.
|
||||
local model = nil
|
||||
if type(f.model) == "table" and #f.model > 0 then
|
||||
model = {}
|
||||
for _, L in ipairs(f.model) do
|
||||
local plan = type(L) == "table" and L.plan
|
||||
local mw = (type(plan) == "table" and type(plan[1]) == "string")
|
||||
and #plan[1] or 0
|
||||
local okL = mw > 0 and type(L.top) == "table"
|
||||
and type(L.side) == "table"
|
||||
if okL then
|
||||
for _, r in ipairs(plan) do
|
||||
if type(r) ~= "string" or #r ~= mw then okL = false break end
|
||||
end
|
||||
end
|
||||
if not okL then model = nil break end
|
||||
local cells = {}
|
||||
for dz = 0, #plan - 1 do
|
||||
local r = plan[dz + 1]
|
||||
for dx = 0, mw - 1 do
|
||||
if r:sub(dx + 1, dx + 1) ~= "0" then cells[dz * mw + dx] = true end
|
||||
end
|
||||
end
|
||||
model[#model + 1] = { w = mw, d = #plan, cells = cells,
|
||||
top = L.top, side = L.side }
|
||||
end
|
||||
end
|
||||
if n > 0 then
|
||||
out[#out + 1] = { w = w, h = h, n = n, mask = mask,
|
||||
tiles = f.tiles, under = f.under,
|
||||
depth = depth and math.floor(depth) or nil,
|
||||
model = model,
|
||||
inset = model and math.floor(tonumber(f.inset) or 0)
|
||||
or nil,
|
||||
thin = thin, flat = flat }
|
||||
end
|
||||
end
|
||||
|
||||
@@ -91,6 +91,8 @@ local BattleExit = V.require("BattleExit")
|
||||
local Shiny = V.require("Shiny")
|
||||
local ShinyBattle = V.require("ShinyBattle")
|
||||
local ShinyUI = V.require("ShinyUI")
|
||||
local ShinyPics = V.require("ShinyPics")
|
||||
local ShinyFlash = V.require("ShinyFlash")
|
||||
local DayNight = V.require("DayNight")
|
||||
local DayTint = V.require("DayTint")
|
||||
local Water = V.require("Water")
|
||||
@@ -1185,14 +1187,35 @@ OverworldBattle.install()
|
||||
-- ShinyBattle wraps Pokemon.new, which is where every wild, gift,
|
||||
-- starter and traded mon is built, so the roll lands before
|
||||
-- the sprite is baked
|
||||
-- ShinyUI the battle pics' tint and the status page's mark
|
||||
-- ShinyFx the arrival sparkle (armed from Stadium.update)
|
||||
-- ShinyUI the status page's mark, and the summary pic's palette
|
||||
-- ShinyPics the battle pic's palette -- a real recolour, baked into the
|
||||
-- image cache under a shiny key, on every rung that draws a
|
||||
-- pic (OFF, both 2D-3D rungs, and the cards a STADIUM battle
|
||||
-- still uses for a species with no model)
|
||||
-- ShinyFx the arrival sparkle for the STADIUM rungs (3D, armed from
|
||||
-- Stadium.update)
|
||||
-- ShinyFlash the same announcement for every OTHER rung, drawn in the
|
||||
-- Game Boy's own pixel grid over the pic
|
||||
--
|
||||
-- The Stadium models need no seam here at all: their recolour happens at
|
||||
-- extraction (lib/StadiumBuild.lua), and the battle simply asks for the
|
||||
-- shiny pack.
|
||||
ShinyBattle.install()
|
||||
ShinyUI.install()
|
||||
ShinyPics.install()
|
||||
ShinyFlash.install()
|
||||
|
||||
-- ShinyPics needs to know WHICH Pokemon a pic is being built for, and the
|
||||
-- two palette functions it wraps are told only the species. The individual
|
||||
-- passes through here one call earlier: `pokemon.sprite` carries ctx.mon.
|
||||
--
|
||||
-- next() first and the return value untouched -- this reads the context and
|
||||
-- changes nothing about which art is chosen.
|
||||
mod.hooks:wrap("pokemon.sprite", function(next, path, ctx)
|
||||
local out = next(path, ctx)
|
||||
pcall(ShinyPics.note, ctx)
|
||||
return out
|
||||
end)
|
||||
|
||||
-- A save opened for the first time under this mod has shiny Pokemon in it
|
||||
-- already -- they always did -- so refresh the cached flag across the party
|
||||
|
||||
@@ -0,0 +1,119 @@
|
||||
-- Driver: is a shiny visible on the FLAT paths -- the engine's own battle
|
||||
-- screen (3D-BTL OFF) and the cards rung (2D-3D A)?
|
||||
--
|
||||
-- DS_SHOTS=mods/DramaticShapeVoxelMod/.claude/shiny_update/flat \
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/shiny_flat.lua \
|
||||
-- "/c/Program Files/LOVE/lovec.exe" .
|
||||
--
|
||||
-- The other shot driver covers the cards rung and the STADIUM rungs and NOT
|
||||
-- 3D-BTL OFF -- which is the rung a player who has never touched the mod's
|
||||
-- battle row is on, and so the one place a regression can sit unseen. It sat
|
||||
-- there: the pic tint was a multiply that could only darken, and the arrival
|
||||
-- sparkle was armed from Stadium.update and therefore never played here.
|
||||
--
|
||||
-- Each rung is shot TWICE, shiny and ordinary, from the same species at the
|
||||
-- same spot, as a STRIP -- the intro flashes the pic through palette variants
|
||||
-- on its way in, so a single frame lands wherever the pacing put it.
|
||||
--
|
||||
-- Reports, per rung: whether the roll landed, the PALETTE the pic was baked
|
||||
-- under (which is where the recolour now lives), and whether the flat-path
|
||||
-- sparkle armed and drew.
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
|
||||
local SPECIES = os.getenv("DS_SPECIES") or "GYARADOS"
|
||||
local LEVEL = tonumber(os.getenv("DS_LEVEL") or "") or 40
|
||||
local DIR = os.getenv("DS_SHOTS") or ".claude/shiny_update/flat"
|
||||
|
||||
local exports = game.mods and game.mods.exports
|
||||
local lib = exports and exports.DRAMATIC_SHAPE and exports.DRAMATIC_SHAPE.lib
|
||||
if not lib then U.log("DRAMATIC_SHAPE is not loaded") return end
|
||||
local Shiny = lib.require("Shiny")
|
||||
local ShinyPics = lib.require("ShinyPics")
|
||||
local ShinyFlash = lib.require("ShinyFlash")
|
||||
local OverworldBattle = lib.require("OverworldBattle")
|
||||
|
||||
U.log(("wraps: pics=%s flash=%s"):format(
|
||||
tostring(PaletteFX.dramaticShapeShiny == true),
|
||||
tostring(ShinyFlash.installed == true)))
|
||||
|
||||
-- ------- what the palette wrap hands the image cache
|
||||
--
|
||||
-- The recolour is baked ONCE, at build time, so counting draws says nothing
|
||||
-- about it. What matters is the cache key and the colours behind it: ask
|
||||
-- PaletteFX the same two questions monPalette asks, with the note the
|
||||
-- sprite hook would have left a moment earlier.
|
||||
local function palReport(mon)
|
||||
ShinyPics.note({ kind = "battle", species = SPECIES, mon = mon,
|
||||
data = game.data })
|
||||
local cols = PaletteFX.monPal(game.data, SPECIES)
|
||||
local name = PaletteFX.monPalName(game.data, SPECIES)
|
||||
local out = { "pal=" .. tostring(name) }
|
||||
for i = 1, math.min(3, cols and #cols or 0) do
|
||||
local c = cols[i]
|
||||
if type(c) == "table" and c[1] then
|
||||
out[#out + 1] = ("c%d=%d,%d,%d"):format(i, c[1], c[2], c[3])
|
||||
end
|
||||
end
|
||||
return table.concat(out, " ")
|
||||
end
|
||||
|
||||
-- The party is built at ORDINARY odds and pinned afterwards, so the
|
||||
-- player's own Pikachu stays common: this run is about the foe.
|
||||
game.save.player.name = "RED"
|
||||
game.save.party = { Pokemon.new(game.data, "PIKACHU", 50) }
|
||||
|
||||
local function leave()
|
||||
while game.stack:top() and game.stack:top() ~= game.overworld do
|
||||
game.stack:pop()
|
||||
end
|
||||
U.wait(10)
|
||||
end
|
||||
|
||||
local function shoot(rung, label, shiny)
|
||||
OverworldBattle.setting:setValue(rung, game)
|
||||
Shiny.setOdds(shiny and 1 or 100000000)
|
||||
for k in pairs(ShinyFlash.debug) do ShinyFlash.debug[k] = 0 end
|
||||
|
||||
U.teleport(game, "ROUTE_1", 5, 8, "down")
|
||||
U.wait(60)
|
||||
|
||||
local battle = BattleState.newWild(game, SPECIES, LEVEL)
|
||||
battle.onFinish = function() end
|
||||
game.overworld:pushBattle(battle)
|
||||
|
||||
local mon = battle.enemy and battle.enemy.mon
|
||||
U.log(("%s %s: 3D-BTL=%s isShiny=%s %s"):format(
|
||||
label, shiny and "shiny" or "normal",
|
||||
tostring(OverworldBattle.setting:get()), tostring(Shiny.isShiny(mon)),
|
||||
palReport(mon)))
|
||||
|
||||
-- The WIPE has to be walked through first. A driver run with no input at
|
||||
-- all sits on BattleTransition forever -- the battle is never pushed, so
|
||||
-- nothing about it draws and every counter below reads zero, which is
|
||||
-- exactly the false negative this probe produced before the taps went in.
|
||||
for _ = 1, 8 do U.tap(game, "a") U.wait(10) end
|
||||
|
||||
-- the sparkle is three quarters of a second long and starts on the frame
|
||||
-- the pic appears, so the strip is TIGHT
|
||||
for k = 1, 10 do
|
||||
U.shot(game, ("%s/%s_%s_%02d.png"):format(DIR, label,
|
||||
shiny and "shiny" or "normal",
|
||||
k))
|
||||
U.wait(9)
|
||||
end
|
||||
local d = ShinyFlash.debug
|
||||
U.log((" flash: renders=%s armed=%d draws=%d sparks=%d follows=%d occ=%d %s")
|
||||
:format(tostring(d.renders), d.armed, d.draws, d.sparks,
|
||||
d.follows, d.occupied, tostring(d.err)))
|
||||
leave()
|
||||
end
|
||||
|
||||
shoot(false, "off", false)
|
||||
shoot(false, "off", true)
|
||||
shoot(true, "cards", false)
|
||||
shoot(true, "cards", true)
|
||||
end
|
||||
@@ -0,0 +1,188 @@
|
||||
-- Every species' battle palette, normal beside shiny, as one HTML page.
|
||||
--
|
||||
-- luajit mods/DramaticShapeVoxelMod/tools/shiny_palette_sheet.lua
|
||||
--
|
||||
-- Run from the PROJECT ROOT. Writes
|
||||
-- mods/DramaticShapeVoxelMod/.claude/shiny_update/palettes.html
|
||||
--
|
||||
-- ------- what it is actually showing
|
||||
--
|
||||
-- Not the shiny COLOURS table (data/shiny_colors.lua) -- that is Stadium's
|
||||
-- values for a model's texels, and it is already checked against the Python
|
||||
-- that produced it. This is the other end: what those values become after
|
||||
-- ShinyPics puts them through the engine's four-shade battle palette, which
|
||||
-- is where the flat art gets its colour and the only place a mistake there
|
||||
-- shows up.
|
||||
--
|
||||
-- Two rules are visible in the output and both were bugs first:
|
||||
--
|
||||
-- * shade 1 and shade 4 never move. They are the shared paper (255,239,255)
|
||||
-- and the shared ink (25,16,16), not colours anybody chose for this
|
||||
-- animal, and sliding them turned shiny Golbat's white navy.
|
||||
-- * the five TABLE species rotate hue like everyone else, because their
|
||||
-- slide is measured back out of their lookup table rather than falling
|
||||
-- back to a multiply that can only darken.
|
||||
--
|
||||
-- The COLORS pack is whatever PaletteFX defaults to in a headless process
|
||||
-- (the GBC pack). The RED++ pack is a different set of four colours per
|
||||
-- species and would want its own sheet.
|
||||
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
local MOD = "mods/DramaticShapeVoxelMod"
|
||||
local OUT = MOD .. "/.claude/shiny_update/palettes.html"
|
||||
|
||||
-- ------- the mod namespace, enough of it (see tests/shiny_test.lua)
|
||||
local loaded, V = {}, {}
|
||||
function V.require(n)
|
||||
if loaded[n] == nil then
|
||||
loaded[n] = assert(loadfile(MOD .. "/lib/" .. n .. ".lua"))(V)
|
||||
end
|
||||
return loaded[n]
|
||||
end
|
||||
function V.data(n) return assert(loadfile(MOD .. "/data/" .. n .. ".lua"))(V) end
|
||||
V.path = MOD
|
||||
V.mod = { id = "DRAMATIC_SHAPE",
|
||||
log = { warn = function() end, info = function() end } }
|
||||
|
||||
local ShinyPics = V.require("ShinyPics")
|
||||
local ShinyPalette = V.require("ShinyPalette")
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
|
||||
local Data = {
|
||||
pokemon = dofile("data/generated/pokemon.lua"),
|
||||
palettes = dofile("data/generated/palettes.lua"),
|
||||
}
|
||||
|
||||
assert(ShinyPics.install(), "the palette wrap did not install")
|
||||
|
||||
-- Def/Spd/Spc all 10 and Atk 10 is the Gen 2 pattern src/pokemon/Stats.lua
|
||||
-- reads; any mon carrying it is shiny as far as the engine is concerned.
|
||||
local SHINY = { dvs = { attack = 10, defense = 10, speed = 10,
|
||||
special = 10, hp = 15 } }
|
||||
|
||||
-- ------- collect, in dex order
|
||||
local rows = {}
|
||||
for name, def in pairs(Data.pokemon) do
|
||||
if type(def) == "table" and def.dex and def.dex >= 1 and def.dex <= 151 then
|
||||
rows[#rows + 1] = { name = name, dex = def.dex }
|
||||
end
|
||||
end
|
||||
table.sort(rows, function(a, b) return a.dex < b.dex end)
|
||||
|
||||
local function hex(c)
|
||||
return ("#%02x%02x%02x"):format(c[1] or 0, c[2] or 0, c[3] or 0)
|
||||
end
|
||||
|
||||
local moved, still, missing = 0, 0, 0
|
||||
|
||||
for _, row in ipairs(rows) do
|
||||
row.normal = PaletteFX.monPal(Data, row.name)
|
||||
row.palName = PaletteFX.monPalName(Data, row.name)
|
||||
ShinyPics.note({ kind = "battle", species = row.name, mon = SHINY,
|
||||
data = Data })
|
||||
row.shiny = PaletteFX.monPal(Data, row.name)
|
||||
row.shinyName = PaletteFX.monPalName(Data, row.name)
|
||||
|
||||
local spec = ShinyPalette.forDex(row.dex)
|
||||
row.kind = spec and (spec.lut and "table" or "slide") or "none"
|
||||
local slide = spec and (spec.lut and ShinyPalette.lutSlide(row.dex)
|
||||
or spec.slide)
|
||||
row.slide = slide
|
||||
|
||||
if not (row.normal and row.shiny) then
|
||||
missing = missing + 1
|
||||
else
|
||||
-- how far the two middle shades actually travelled, as the largest
|
||||
-- per-channel step: a row that reads 0 is a shiny nobody can see
|
||||
local d = 0
|
||||
for i = 2, #row.normal - 1 do
|
||||
local a, b = row.normal[i], row.shiny[i]
|
||||
if type(a) == "table" and type(b) == "table" then
|
||||
for k = 1, 3 do d = math.max(d, math.abs((a[k] or 0) - (b[k] or 0))) end
|
||||
end
|
||||
end
|
||||
row.delta = d
|
||||
if d >= 8 then moved = moved + 1 else still = still + 1 end
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- the page
|
||||
local out = {}
|
||||
local function w(s) out[#out + 1] = s end
|
||||
|
||||
w([[<!doctype html>
|
||||
<html><head><meta charset="utf-8">
|
||||
<title>Shiny battle palettes</title>
|
||||
<style>
|
||||
:root { color-scheme: light dark; }
|
||||
body { font: 13px/1.5 ui-monospace, Menlo, Consolas, monospace;
|
||||
margin: 24px; background: #14151a; color: #e6e6ea; }
|
||||
h1 { font-size: 18px; margin: 0 0 4px; }
|
||||
p.lede { color: #9aa0aa; max-width: 62em; margin: 0 0 20px; }
|
||||
table { border-collapse: collapse; }
|
||||
th, td { padding: 3px 10px 3px 0; text-align: left; vertical-align: middle;
|
||||
white-space: nowrap; }
|
||||
th { color: #9aa0aa; font-weight: 400; border-bottom: 1px solid #2a2c34; }
|
||||
tr:hover { background: #1c1e26; }
|
||||
.sw { display: inline-block; width: 26px; height: 20px;
|
||||
border: 1px solid #000; vertical-align: middle; }
|
||||
.fixed { opacity: .45; }
|
||||
.kind-table { color: #ffc46b; }
|
||||
.kind-slide { color: #7fb2ff; }
|
||||
.flat { color: #ff8a8a; }
|
||||
td.n { text-align: right; color: #9aa0aa; }
|
||||
</style></head><body>
|
||||
<h1>Shiny battle palettes — normal beside shiny</h1>
|
||||
<p class="lede">What <code>ShinyPics</code> hands the battle pic cache, per
|
||||
species. The first and last shades are the shared paper and ink and are held
|
||||
still on purpose (shown faded); only the two middle shades are the Pokemon.
|
||||
<span class="kind-slide">slide</span> species use Stadium's declared values;
|
||||
the five <span class="kind-table">table</span> species use a slide measured
|
||||
back out of their own lookup table, which is what lets Gyarados reach red.
|
||||
Δ is the largest per-channel step across the two middle shades —
|
||||
a row in <span class="flat">red</span> barely moved.</p>
|
||||
]])
|
||||
|
||||
w(("<p class=\"lede\">%d species · %d visibly recoloured · "
|
||||
.. "%d barely moved · %d with no palette</p>\n")
|
||||
:format(#rows, moved, still, missing))
|
||||
|
||||
w("<table><tr><th>#</th><th>species</th><th>pal</th><th>kind</th>"
|
||||
.. "<th>slide h / s / l</th><th>normal</th><th>shiny</th><th>Δ</th>"
|
||||
.. "</tr>\n")
|
||||
|
||||
for _, row in ipairs(rows) do
|
||||
local function swatches(cols)
|
||||
if not cols then return "—" end
|
||||
local o = {}
|
||||
for i, c in ipairs(cols) do
|
||||
local fixed = (i == 1 or i == #cols) and " fixed" or ""
|
||||
if type(c) == "table" and c[1] then
|
||||
o[#o + 1] = ("<span class=\"sw%s\" style=\"background:%s\" "
|
||||
.. "title=\"%d,%d,%d\"></span>")
|
||||
:format(fixed, hex(c), c[1], c[2], c[3])
|
||||
end
|
||||
end
|
||||
return table.concat(o)
|
||||
end
|
||||
local s = row.slide
|
||||
w(("<tr><td class=\"n\">%03d</td><td>%s</td><td>%s</td>"
|
||||
.. "<td class=\"kind-%s\">%s</td><td>%s</td><td>%s</td><td>%s</td>"
|
||||
.. "<td class=\"n%s\">%s</td></tr>\n")
|
||||
:format(row.dex, row.name, tostring(row.palName), row.kind, row.kind,
|
||||
s and ("%.0f° / %+.1f / %+.1f"):format(s.h or 0, s.s or 0,
|
||||
s.l or 0) or "—",
|
||||
swatches(row.normal), swatches(row.shiny),
|
||||
(row.delta and row.delta < 8) and " flat" or "",
|
||||
row.delta and tostring(row.delta) or "—"))
|
||||
end
|
||||
|
||||
w("</table></body></html>\n")
|
||||
|
||||
local f = assert(io.open(OUT, "wb"))
|
||||
f:write(table.concat(out))
|
||||
f:close()
|
||||
|
||||
print(("%s -- %d species, %d recoloured, %d barely moved, %d no palette")
|
||||
:format(OUT, #rows, moved, still, missing))
|
||||
@@ -0,0 +1,75 @@
|
||||
-- Emit what tools/shiny_pic_sheet.py needs to bake the battle pics.
|
||||
--
|
||||
-- luajit mods/DramaticShapeVoxelMod/tools/shiny_pic_dump.lua > pics.tsv
|
||||
--
|
||||
-- Run from the PROJECT ROOT. One species per line, tab separated:
|
||||
--
|
||||
-- dex name spriteFront kind n1 n2 n3 n4 s1 s2 s3 s4
|
||||
--
|
||||
-- where each colour is r,g,b. TSV rather than JSON because there is no JSON
|
||||
-- encoder in this tree and the payload is eight colours and a path.
|
||||
--
|
||||
-- The COLOURS are the point: they come from the real wrap (ShinyPics over
|
||||
-- PaletteFX.monPal), not from a second implementation of it, so what the
|
||||
-- sheet shows is what the game bakes.
|
||||
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
local MOD = "mods/DramaticShapeVoxelMod"
|
||||
|
||||
local loaded, V = {}, {}
|
||||
function V.require(n)
|
||||
if loaded[n] == nil then
|
||||
loaded[n] = assert(loadfile(MOD .. "/lib/" .. n .. ".lua"))(V)
|
||||
end
|
||||
return loaded[n]
|
||||
end
|
||||
function V.data(n) return assert(loadfile(MOD .. "/data/" .. n .. ".lua"))(V) end
|
||||
V.path = MOD
|
||||
V.mod = { id = "DRAMATIC_SHAPE",
|
||||
log = { warn = function() end, info = function() end } }
|
||||
|
||||
local ShinyPics = V.require("ShinyPics")
|
||||
local ShinyPalette = V.require("ShinyPalette")
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
|
||||
local Data = {
|
||||
pokemon = dofile("data/generated/pokemon.lua"),
|
||||
palettes = dofile("data/generated/palettes.lua"),
|
||||
}
|
||||
|
||||
assert(ShinyPics.install(), "the palette wrap did not install")
|
||||
|
||||
local SHINY = { dvs = { attack = 10, defense = 10, speed = 10,
|
||||
special = 10, hp = 15 } }
|
||||
|
||||
local rows = {}
|
||||
for name, def in pairs(Data.pokemon) do
|
||||
if type(def) == "table" and def.dex and def.dex >= 1 and def.dex <= 151
|
||||
and def.spriteFront then
|
||||
rows[#rows + 1] = { name = name, dex = def.dex, path = def.spriteFront }
|
||||
end
|
||||
end
|
||||
table.sort(rows, function(a, b) return a.dex < b.dex end)
|
||||
|
||||
local function cols(t)
|
||||
local o = {}
|
||||
for i = 1, 4 do
|
||||
local c = t and t[i]
|
||||
o[i] = (type(c) == "table" and c[1])
|
||||
and ("%d,%d,%d"):format(c[1], c[2], c[3]) or "0,0,0"
|
||||
end
|
||||
return table.concat(o, "\t")
|
||||
end
|
||||
|
||||
for _, row in ipairs(rows) do
|
||||
local normal = PaletteFX.monPal(Data, row.name)
|
||||
ShinyPics.note({ kind = "battle", species = row.name, mon = SHINY,
|
||||
data = Data })
|
||||
local shiny = PaletteFX.monPal(Data, row.name)
|
||||
local spec = ShinyPalette.forDex(row.dex)
|
||||
local kind = spec and (spec.lut and "table" or "slide") or "none"
|
||||
io.write(("%d\t%s\t%s\t%s\t%s\t%s\n")
|
||||
:format(row.dex, row.name, row.path, kind, cols(normal),
|
||||
cols(shiny)))
|
||||
end
|
||||
@@ -0,0 +1,155 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Every battle pic, baked normal beside baked shiny, as one HTML page.
|
||||
|
||||
luajit mods/DramaticShapeVoxelMod/tools/shiny_pic_dump.lua > /tmp/pics.tsv
|
||||
python mods/DramaticShapeVoxelMod/tools/shiny_pic_sheet.py /tmp/pics.tsv
|
||||
|
||||
Run from the PROJECT ROOT. Writes
|
||||
mods/DramaticShapeVoxelMod/.claude/shiny_update/sprites.html, self-contained
|
||||
(every pic is a data: URI), so it can be opened or sent on its own.
|
||||
|
||||
------- the bake is the engine's, exactly
|
||||
|
||||
src/battle/BattleState.lua:147 getImage() is the only place a battle pic gets
|
||||
its colour, and it does it ONCE at load with mapPixel:
|
||||
|
||||
col = r > 0.83 and c[1] or r > 0.5 and c[2] or r > 0.17 and c[3] or c[4]
|
||||
|
||||
Four-shade DMG art, keyed on the RED channel alone, snapped to the species
|
||||
palette. That line is reproduced below rather than approximated, because the
|
||||
whole question this sheet answers is what the player will actually see -- an
|
||||
approximation of the bake would be answering a different one.
|
||||
|
||||
The colours come from tools/shiny_pic_dump.lua, which runs the real
|
||||
ShinyPics wrap over the real PaletteFX, so nothing here re-derives them.
|
||||
"""
|
||||
|
||||
import base64
|
||||
import io
|
||||
import os
|
||||
import sys
|
||||
|
||||
from PIL import Image
|
||||
|
||||
ROOT = os.getcwd()
|
||||
MOD = "mods/DramaticShapeVoxelMod"
|
||||
OUT = os.path.join(MOD, ".claude/shiny_update/sprites.html")
|
||||
SCALE = 3 # nearest-neighbour, so the pixels stay pixels
|
||||
|
||||
|
||||
def parse_color(s):
|
||||
r, g, b = (int(v) for v in s.split(","))
|
||||
return (r, g, b)
|
||||
|
||||
|
||||
def bake(img, pal):
|
||||
"""getImage's mapPixel: red channel picks the shade, alpha is kept."""
|
||||
img = img.convert("RGBA")
|
||||
px = img.load()
|
||||
w, h = img.size
|
||||
for y in range(h):
|
||||
for x in range(w):
|
||||
r, g, b, a = px[x, y]
|
||||
if a == 0:
|
||||
continue
|
||||
f = r / 255.0
|
||||
if f > 0.83:
|
||||
c = pal[0]
|
||||
elif f > 0.5:
|
||||
c = pal[1]
|
||||
elif f > 0.17:
|
||||
c = pal[2]
|
||||
else:
|
||||
c = pal[3]
|
||||
px[x, y] = (c[0], c[1], c[2], a)
|
||||
return img
|
||||
|
||||
|
||||
def data_uri(img):
|
||||
img = img.resize((img.width * SCALE, img.height * SCALE), Image.NEAREST)
|
||||
buf = io.BytesIO()
|
||||
img.save(buf, format="PNG")
|
||||
return "data:image/png;base64," + base64.b64encode(buf.getvalue()).decode()
|
||||
|
||||
|
||||
def main():
|
||||
src = sys.argv[1] if len(sys.argv) > 1 else "-"
|
||||
stream = sys.stdin if src == "-" else open(src, encoding="utf-8")
|
||||
rows = []
|
||||
with stream:
|
||||
for line in stream:
|
||||
line = line.rstrip("\n")
|
||||
if not line:
|
||||
continue
|
||||
f = line.split("\t")
|
||||
rows.append({
|
||||
"dex": int(f[0]),
|
||||
"name": f[1],
|
||||
"path": f[2],
|
||||
"kind": f[3],
|
||||
"normal": [parse_color(c) for c in f[4:8]],
|
||||
"shiny": [parse_color(c) for c in f[8:12]],
|
||||
})
|
||||
|
||||
cards, missing = [], 0
|
||||
for row in rows:
|
||||
path = os.path.join(ROOT, row["path"])
|
||||
if not os.path.exists(path):
|
||||
missing += 1
|
||||
continue
|
||||
art = Image.open(path)
|
||||
n = data_uri(bake(art.copy(), row["normal"]))
|
||||
s = data_uri(bake(art.copy(), row["shiny"]))
|
||||
cards.append(
|
||||
'<figure class="k-{kind}">'
|
||||
'<div class="pair"><img src="{n}" alt="{name} normal">'
|
||||
'<img src="{s}" alt="{name} shiny"></div>'
|
||||
'<figcaption>{dex:03d} {name}<span>{kind}</span></figcaption>'
|
||||
"</figure>".format(kind=row["kind"], n=n, s=s,
|
||||
name=row["name"], dex=row["dex"])
|
||||
)
|
||||
|
||||
html = """<!doctype html>
|
||||
<html><head><meta charset="utf-8"><title>Shiny battle pics</title>
|
||||
<style>
|
||||
body { font: 13px/1.5 ui-monospace, Menlo, Consolas, monospace;
|
||||
margin: 24px; background: #14151a; color: #e6e6ea; }
|
||||
h1 { font-size: 18px; margin: 0 0 4px; }
|
||||
p.lede { color: #9aa0aa; max-width: 64em; margin: 0 0 20px; }
|
||||
.grid { display: flex; flex-wrap: wrap; gap: 14px; }
|
||||
figure { margin: 0; background: #1c1e26; border: 1px solid #2a2c34;
|
||||
border-radius: 6px; padding: 8px; }
|
||||
.k-table { border-color: #7a5a1e; }
|
||||
.pair { display: flex; gap: 6px; background: #fff; border-radius: 3px;
|
||||
padding: 2px; }
|
||||
img { display: block; image-rendering: pixelated; }
|
||||
figcaption { margin-top: 6px; color: #9aa0aa; display: flex;
|
||||
justify-content: space-between; gap: 10px; }
|
||||
figcaption span { color: #6f757f; }
|
||||
.k-table figcaption span { color: #ffc46b; }
|
||||
</style></head><body>
|
||||
<h1>Shiny battle pics — normal on the left, shiny on the right</h1>
|
||||
<p class="lede">Each pair is the same four-shade art baked twice, through the
|
||||
palette the game itself would use: <code>getImage</code> keys on the red
|
||||
channel alone and snaps to the species palette, once, at load. The colours
|
||||
come from the live <code>ShinyPics</code> wrap, so this is what the flat
|
||||
battle screen draws — not a preview of it. Bordered cards are the five
|
||||
species Stadium gives a real alternate texture, whose slide is measured back
|
||||
out of that texture rather than declared.</p>
|
||||
<p class="lede">%d species%s</p>
|
||||
<div class="grid">%s</div>
|
||||
</body></html>
|
||||
""" % (len(cards),
|
||||
"" if not missing else " · %d with no art on disk" % missing,
|
||||
"\n".join(cards))
|
||||
|
||||
os.makedirs(os.path.dirname(OUT), exist_ok=True)
|
||||
with open(OUT, "w", encoding="utf-8") as f:
|
||||
f.write(html)
|
||||
size = os.path.getsize(OUT) / 1024.0
|
||||
print("%s -- %d pairs, %d missing, %.0f KB" % (OUT, len(cards), missing,
|
||||
size))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Reference in New Issue
Block a user