-- Overworld battles: fights that happen on the map you were standing on. -- -- The engine's battle is a screen: a white field with two pics on it, pushed -- over a frozen overworld that stops drawing. This turns that white field -- into the world -- the same terrain the free-roam mode extrudes, shot from -- a placed over-the-shoulder camera at a clear patch of ground nearby -- -- while leaving the battle ITSELF alone. Every pic, HUD, HP bar, move -- animation, faint slide and text box is the engine's own, drawn in the -- engine's own order. What changes is what is behind them, and where the two -- pics stand. -- -- The sequence, from the moment something picks a fight: -- -- 1. the overworld cast is culled -- every NPC vanishes, so the wipe -- plays over an empty map and no bystander is left standing in the -- arena shot -- 2. the engine's own transition wipes the screen (untouched: it is the -- right wipe, picked by the right three bits) -- 3. the battle draws over a live, window-resolution render of the arena, -- with each mon PINNED to the cell it is standing on, the camera -- drifting slowly enough to read as parallax, and a depth-of-field pass -- holding the slab of world the two of them occupy sharp -- 4. the battle ends, the cast comes back, and the player is exactly -- where they were standing -- -- WHAT DOES NOT MOVE. The arena is where the CAMERA goes, not where the -- player goes: nothing here writes a cell, a facing, a flag or a warp. A -- real warp would have to survive trainer sight-lines, post-battle -- dialogue, the blackout path and every script that assumes the player is -- where it left them -- and it would have to put them back afterwards. -- Moving the camera buys the whole shot and owes nothing back. -- -- The feature declines cleanly rather than half-working: no depth support, -- no open ground on the map, the row switched off, or a mesh still building -- all end at the same place, which is the battle screen the engine has -- always drawn. -- the mod namespace (see main.lua): V.require loads a sibling module local V = ... local ModSetting = V.require("ModSetting") local BattleArena = V.require("BattleArena") local BattleCam = V.require("BattleCam") local BattleScene = V.require("BattleScene") local BattleDOF = V.require("BattleDOF") local BattleHud = V.require("BattleHud") local BattlePics = V.require("BattlePics") local Voxel3D = V.require("Voxel3D") local ChunkMesher = V.require("ChunkMesher") local OverworldBattle = {} -- DS_BATTLE_DEBUG=1 logs what the HUD's brightness probe is reading, once a -- second, which is how the glyph flip is checked from a shot run. Read -- through pcall: the loader's sandbox does not hand a mod `os`, and a -- diagnostic must never be the reason the mod fails to load. local DEBUG = select(2, pcall(function() return os.getenv("DS_BATTLE_DEBUG") end)) if DEBUG == nil or DEBUG == false then DEBUG = nil end OverworldBattle.KEY = "battles" OverworldBattle.LABEL = "3D-BTL" -- On by default: a mod whose headline is "the world in 3D" should not need -- the player to go and find the switch before the world shows up in a -- battle. ON is first, so it is also what an unreadable stored value falls -- back to. OverworldBattle.setting = ModSetting.new(OverworldBattle.KEY, OverworldBattle.LABEL, { true, false }, { "ON", "OFF" }) -- Whether the VR row is ON -- read lazily, because VR requires modules -- that sit above this one. While it is, this mode stops being optional: -- the headset's battle seat, the pokedex screen and the effects plane -- all assume a fight standing on the world, and a white-field battle -- inside a headset is exactly the flat screen VR exists to replace. local function vrOn() local ok, vr = pcall(V.require, "VR") return ok and vr and vr.enabled and vr.enabled() or false end function OverworldBattle.enabled() if vrOn() then return true end return OverworldBattle.setting:get() and true or false end -- ------- BACK SPRITES: the player's own mon stays on the menu -- -- The staged shot stands BOTH mons on the map, which is the mode's whole -- claim -- but it costs the one piece of framing Gen 1 is most recognisable -- by: your own Pokemon, seen from behind, sitting on top of the battle menu -- with its feet on the box. That silhouette is the series' shot. -- -- So BACK SPRITES is offered as a middle setting rather than a compromise -- imposed on everyone. With it on the foe is still geometry standing on its -- tile at the far end of the arena, and the player's side goes back to being -- the GB's own flat back pic in the GB's own slot: same art, same 2x, same -- feet on row 96. -- Nothing else about the shot moves -- the arena, the camera and the drift are -- solved exactly as they were, so the foe stands where it always stood and the -- player's cell is simply empty ground in the foreground. -- -- OFF by default: what the mode advertises is the pair of them out there. OverworldBattle.BACK_KEY = "battleBack" OverworldBattle.BACK_LABEL = "BACK SPRITES" OverworldBattle.backSetting = ModSetting.new(OverworldBattle.BACK_KEY, OverworldBattle.BACK_LABEL, { false, true }, { "OFF", "ON" }) -- Gated on 3D-BTL rather than read alone: with staged battles off there is no -- staged shot for a back pic to be pinned in FRONT of, and the engine's own -- battle screen already draws exactly this. And held OFF under VR: the -- headset stands both mons on the world -- a flat back pic pinned to the -- 2D frame would keep your own mon off the arena the battle seat looks at. function OverworldBattle.backPinned() if not OverworldBattle.enabled() then return false end if vrOn() then return false end return OverworldBattle.backSetting:get() and true or false end -- Whether a pic is the one drawn in the GB's own slot with its feet on the -- text box, rather than geometry standing out on the map. -- -- Exactly the player's side under BACK SPRITES -- its mon, or the trainer back -- that holds the slot until "Go!" -- because that is the only pic this mod -- ever leaves flat (see drawPicsLayer below). The foe is a billboard on its -- tile whichever mode is on, and with the mode off the player's side is one -- too, so both of those keep the open bottom that lets the arena through a -- stride. What the answer buys is in BattlePics: a pic on the box has nothing -- behind its lowest row, so its bottom edge seals. -- Read by TRUTHINESS rather than against nil, because sideTexture blanks the -- side it is not rendering by setting the field to FALSE (see OFF) and holds -- it that way for the whole render -- during which the pic layer runs, and -- picImage asks this. A nil test passes a `false` straight through to the -- index below, and the error comes out of sideTexture into the pcall that -- calls it: the foe's billboard is dropped for the frame and the Pokemon -- simply is not there. function OverworldBattle.pinnedPic(battle, img) if not (battle and img) then return false end if not OverworldBattle.backPinned() then return false end if img == battle.playerBackPic then return true end local player = battle.player return (player and img == player.sprite) and true or false end -- ------- both mons face you -- -- Standing on a map, seen from in front, a Pokemon showing you its BACK is -- wrong twice over: it is turned away from the camera that is looking at it, -- and the back pics are a different, smaller drawing made for a slot the -- player never really sees. So the player's side asks for the FRONT pic too, -- through the engine's own pokemon.sprite hook -- the seam that exists for -- exactly this, so no battle code has to be touched to get it. -- -- Unless BACK SPRITES is on, the setting that asks for the back pic back: -- that mon is drawn in its own slot on the menu, seen from behind, and the -- front art would be it turned round to face the player it belongs to. -- -- Answered BEFORE a battle exists, because the battler is built before the -- battle is pushed. So it cannot ask whether this fight is staged; it asks -- whether one on this map WOULD be -- the row is on, the 3D pass is -- available, and the map has an arena -- which is the same question with the -- same answer a moment later. Cached per map, because the arena search walks -- the whole grid and this runs once per battler. local staged = { mapId = nil, ok = false } function OverworldBattle.wantsFront() if not OverworldBattle.enabled() then return false end if OverworldBattle.backPinned() then return false end if not Voxel3D.available() then return false end -- required here rather than through the file's own helper: this runs -- while a battler is being built, which is before that helper is defined local g = require("src.core.Game") local ow = g and g.overworld if not (ow and ow.map and ow.player) then return false end if staged.mapId ~= ow.map.id then local ok, arena = pcall(BattleArena.find, ow.map, ow.player.cellX, ow.player.cellY, ow.player.surfing) staged = { mapId = ow.map.id, ok = (ok and arena) and true or false } end return staged.ok end -- ------- where the engine's own pics stand -- -- The GB draws the player's back pic with its feet on the text box at row 96 -- and its 7x7-tile slot centred on x=40, and the enemy's front pic -- bottom-aligned in a 7x7 slot centred on x=124 ending at row 56. Those two -- points are the pics' FEET, they hold for every species at every scale (the -- engine's placement helpers pin the bottom edge and the centre), and they -- are what BattleCam is solved to put the two arena cells under. -- -- Which makes the pin a subtraction: whatever the drift has done to the -- camera this frame, each pic moves by its own cell's projected position -- minus its anchor. At the middle of the drift that is zero. OverworldBattle.ANCHOR = { player = { 26, 96 }, enemy = { 124, 56 }, } -- ------- how big a mon is -- -- Not a decision made here. A pic is drawn at its own integer scale -- 1x for -- a 56px front pic, 2x for a 32px back one -- because that is the only way it -- keeps every pixel the artist drew, and the CAMERA is solved so that one -- overworld square is that big on screen (see BattleCam). The mon fits its -- tile because the tile was sized to the mon, not the other way round. OverworldBattle.SLOT_W = { front = 56, back = 32 } -- The two HUD blocks, as the pixel spans DrawEnemyHUDAndHPBar and -- DrawPlayerHUDAndHPBar actually reach. Neither overlaps its side's pic at -- the anchors above. OverworldBattle.HUD_RECT = { enemy = { 8, 0, 80, 32 }, player = { 72, 56, 88, 40 }, } -- ------- the box at the bottom, on the same glass -- -- The HUDs got frosted panels because black glyphs on grass are not readable. -- The battle's text box and its menu had the opposite problem and the same -- cause: they are drawn as an OPAQUE WHITE slab with a black border, which was -- the field's own colour when the field was white and is a sheet of paper laid -- over the bottom third of the diorama now that it is not. -- -- So the box gets exactly what the HUDs get: the world behind it, blurred to -- frosted glass and laid back down translucent, with the border and the text -- drawn over it unchanged, and the same brightness verdict flipping the ink -- when the ground under it is dark. Only the FILL is taken away -- every glyph -- the engine draws inside the box is still the engine's own, in its own place. -- -- These are the boxes BattleState:drawTextArea lays down, as GB-frame rects. -- READ-ONLY duplicates of that function's own branches, the same kind of -- mirror hudLive is and for the same reason: there is no seam that reports "a -- move menu is up", and glass has to go down BEFORE the box that sits on it. -- The worst a future engine change can do is frost a rectangle nothing lands -- on, or leave a box unfrosted -- never break a battle. -- -- Each rect stops where the next one starts rather than overlapping it: two -- panels over the same pixels would frost it twice and leave a visible step -- along the seam. OverworldBattle.TEXT_RECT = { box = { 0, 96, 160, 48 }, -- Font.drawBox(0, 12, 20, 6), always -- moveSelect's TYPE/PP box, Font.drawBox(0, 8, 11, 5), trimmed to the rows -- above the box above -- its last tile row sits inside that one moves = { 0, 64, 88, 32 }, -- mimicSelect's copy menu, Font.drawBox(0, 7, 16, 6), trimmed the same way mimic = { 0, 56, 128, 40 }, } -- How far apart the two anchors are: the spacing every move animation was -- authored against, and so the yardstick the live pair is measured with. OverworldBattle.ANCHOR_SPAN = math.sqrt( (OverworldBattle.ANCHOR.enemy[1] - OverworldBattle.ANCHOR.player[1]) ^ 2 + (OverworldBattle.ANCHOR.enemy[2] - OverworldBattle.ANCHOR.player[2]) ^ 2) -- The effects layer's scale for this shot: how far apart the two mons -- actually are on screen, over how far apart the slots they were authored -- for were. Clamped hard at both ends -- an effect is pixel art and a wild -- factor is worse than a slightly wrong one -- and held at exactly 1 when -- the marks coincide, which is a projection about to degenerate rather -- than a pair that has genuinely closed up. OverworldBattle.ANIM_SCALE_MIN = 0.5 OverworldBattle.ANIM_SCALE_MAX = 2.0 function OverworldBattle.animScale(shot, px, py) if not (shot and shot.enemy and px and py) then return 1 end local dx, dy = shot.enemy[1] - px, shot.enemy[2] - py local span = math.sqrt(dx * dx + dy * dy) if not (span > 1) then return 1 end local k = span / OverworldBattle.ANCHOR_SPAN return math.max(OverworldBattle.ANIM_SCALE_MIN, math.min(OverworldBattle.ANIM_SCALE_MAX, k)) end function OverworldBattle.textRects(battle) if not battle or battle.blankForAskName then return {} end local r = OverworldBattle.TEXT_RECT local out = { box = r.box } if battle.phase == "moveSelect" then out.moves = r.moves elseif battle.phase == "mimicSelect" then out.mimic = r.mimic end return out end -- ------- the HUDs, out at the window's own edges -- -- The battle screen is 160x144 in the MIDDLE of the window and the world is the -- whole of it. That left both HUD blocks huddled together in the middle of the -- frame with map showing on either side of them, which reads as a Game Boy -- screenshot pasted over a diorama rather than as the diorama's own furniture. -- -- So each block is snapped to its own side: the foe's to the left edge of the -- window, the player's to the right. Nothing about either block changes -- same -- tiles, same size, same rows, drawn by the engine's own DrawEnemyHUDAndHPBar -- and DrawPlayerHUDAndHPBar -- only where the pair sits. On a window the shape -- of the GB screen there is nowhere to go and the snap is a no-op. -- -- They cannot simply be MOVED there: the engine draws them into the 160x144 UI -- canvas and everything outside it is clipped away. So the layer is rendered to -- a texture and composited into the WORLD image instead, which is the one -- surface in this mode that covers the whole window. -- The rows each block is cut out of, full width. Generous on purpose: -- AnimationShakeEnemyHUD nudges the foe's block sideways, a long name reaches -- further than the panel does, and the pokeball rows and the safari ball count -- belong to the block whose rows they sit in. Nothing drawHUDs draws lies -- outside rows 0-96, and the two bands split that between them. OverworldBattle.HUD_BAND = { enemy = { 0, 0, 160, 48 }, player = { 0, 48, 160, 48 }, } -- Where each block lands, in WORLD-canvas pixels: the panel rect the frosted -- glass is cut to, plus the x its band is blitted at. -- -- The foe's panel starts at the window's left edge and the player's ends at the -- right one. The vertical is untouched, so both stay on the rows the GB put -- them on. A band's own origin sits outside the window by the panel's inset -- -- the couple of pixels a HUD shake can push past the edge are clipped there, -- which is the whole cost of the snap and is invisible. function OverworldBattle.snapRects(shot) local s = shot.scale local e, p = OverworldBattle.HUD_RECT.enemy, OverworldBattle.HUD_RECT.player local ex = -e[1] * s -- foe: panel's left edge to 0 local px = shot.pw - (p[1] + p[3]) * s -- player: right edge to the far side local rects = { enemy = { ex + e[1] * s, shot.ly + e[2] * s, e[3] * s, e[4] * s }, player = { px + p[1] * s, shot.ly + p[2] * s, p[3] * s, p[4] * s }, } return rects, { enemy = ex, player = px } end -- A rect measured in the GB frame, in WORLD-canvas pixels: where the letterbox -- blit will actually put it. The text box has not moved anywhere -- it is drawn -- where it always was -- but its glass is laid into the world image alongside -- the HUDs' (see snapHUDs), which is the surface that reaches the screen a -- pixel to a pixel rather than magnified out of a 160x144 canvas. local function toWorld(rect, shot) local s = shot.scale return { shot.lx + rect[1] * s, shot.ly + rect[2] * s, rect[3] * s, rect[4] * s } end -- ------- the live battle -- -- nil when no overworld battle is running. Never more than one: battles do -- not nest. local session = nil local function isIOS() return love.system and love.system.getOS and love.system.getOS() == "iOS" end local function game() return require("src.core.Game") end -- Whether this frame's HUDs went out to the window's edges instead of being -- drawn in the GB frame. False whenever the composite could not be made, which -- is what leaves the in-frame HUD as the fallback rather than no HUD at all. local function snapped() return (session and session.snapped) and true or false end -- Put the map's cast back. Both lists are handed back by identity, so -- anything that captured one before the battle still sees the same table. local function restoreCast() if not (session and session.state) then return end if session.entities then session.state.entities = session.entities end if session.ghosts then session.state.ghosts = session.ghosts end session.entities, session.ghosts = nil, nil end -- Cull them. The player stays -- they are not an NPC, they are who the -- battle belongs to, and Fly/surf animations and the save's own capture read -- state.player through this list. -- -- Only the DRAW lists are touched, and only while the overworld is frozen -- underneath a battle: StateStack updates the top state alone, so nothing -- walks, wanders, triggers or collides against a list that is short for -- these frames. The originals go back at battle.ended. local function cullCast(state) session.entities = state.entities session.ghosts = state.ghosts state.entities = { state.player } state.ghosts = {} end -- ------- one right battle layout -- -- Everything this file composes is measured in the GB's own 160x144 frame: the -- two ANCHORs the arena camera is solved to put a cell under, the HUD_RECTs -- the frosted panels are cut to, and the full-frame white intercepted to let -- the world through. BATTLE LAYOUT's WIDE lays the same battle out on a -- 304x144 surface (src/battle/WideBattle.lua), which moves every one of those -- -- the mons would stand where no camera was solved for them, and the panels -- would land beside the HUDs they are supposed to be under. -- -- So while a fight can be staged on the map there is one right answer, and it -- is SET rather than worked around. The engine reads the option live -- (BattleState:isWideBattleLayout is asked per frame, and Renderer asks the -- top state for its surface the same way), so writing it here lands on the -- battle being pushed as well as every one after it. -- -- This is the last line rather than the first: the OPTIONS menu takes the row -- off the list and pins the value while 3D-BTL is on (see main.lua), so a -- player is never offered a switch that gets reverted under them. What reaches -- here is a value that arrived some other way -- a save written before the mod -- was installed, the mod manager's own page, another mod. function OverworldBattle.forceOG(g) g = g or game() local opts = g and g.save and g.save.options if not opts or opts.battleLayout ~= "wide" then return false end opts.battleLayout = "og" if g.writeOptions then pcall(g.writeOptions, g) end return true end -- Stage a battle triggered from `state`, if this mode can. Returns true when -- a session started -- which is also the only case where anything visible -- changes, so a map with no room for an arena plays exactly the vanilla -- battle it always did, cast and all. function OverworldBattle.begin(state, battle) OverworldBattle.finish() if not OverworldBattle.enabled() then return false end if not (state and state.map and state.player) then return false end if not Voxel3D.available() then return false end local ok, arena = pcall(BattleArena.find, state.map, state.player.cellX, state.player.cellY, state.player.surfing) if not (ok and arena) then return false end -- the fight is staged from here on, so the layout it is composed for is not -- optional any more (see forceOG) OverworldBattle.forceOG() session = { state = state, arena = arena, battle = battle, shot = nil, armed = false, token = 0 } cullCast(state) BattleCam.reset() return true end -- The fallback entry point: a battle that arrived without going through the -- overworld's own pushBattle (a link battle, a script pushing a BattleState -- directly). Nothing visible depends on the cull for those -- the wipe has -- already been and gone -- but the arena still has to be picked. function OverworldBattle.ensure(battle) if session then -- a battle pushed through the overworld reaches begin() before it is -- built far enough to draw; battle.started is where it is finished if battle and not session.battle then session.battle = battle end return end local g = game() local ow = g and g.overworld if ow and ow.map then OverworldBattle.begin(ow, battle) end end -- The arena this battle is staged on, or nil. Read by the shot driver so a -- screenshot can be labelled with the ground it was taken on. function OverworldBattle.arena() return session and session.arena or nil end function OverworldBattle.finish() if not session then return end restoreCast() session = nil Voxel3D.camera = nil end -- ------- per-frame -- -- Driven from the voxel pipeline's update hook, which the engine ticks every -- frame regardless of which state is on top -- including the frames the -- transition wipe covers, which is what gets the arena's meshes built before -- the first battle frame needs them. -- -- The scene is rendered HERE rather than inside the battle's draw, because -- update runs with no canvas bound: a 3D pass that binds a depth target and -- unbinds to the screen when it is done cannot do that in the middle of -- someone else's frame without putting the frame back itself. function OverworldBattle.update(dt) if not session then return end local g = game() local top = g and g.stack and g.stack:top() local ow = g and g.overworld -- A battle that ended without saying so (a script tearing the state down, -- a path that never emits battle.ended) would otherwise leave the cast -- culled for good. Armed only once something has actually covered the -- overworld, because begin() runs while the overworld is still on top. if top ~= nil and top ~= ow then session.armed = true elseif session.armed then OverworldBattle.finish() return end -- Whether the shot is the player's to steer at all. BACK SPRITES pins -- their own mon to the GB's slot on the menu while the foe stands out on -- the map, and there is no angle that half-framed, half-solid -- composition survives -- so under it the camera holds the shot the rig -- was solved for (the slow drift aside, which was always there). Polled -- per frame rather than latched at battle start: the row is reachable -- from the mod manager's page mid-session. BattleCam.steerable = not OverworldBattle.backPinned() -- the right stick, read as a rate before the rig is built from it: the -- wheel, the keys, the mouse and a drag all arrive as events and have -- already landed, but a stick is a HELD position and only a tick can -- turn it into travel (CamControl, which owns every one of those inputs) pcall(V.require("CamControl").tick, dt) BattleCam.update(dt) -- the battle only exists once it has been pushed; a session opened at -- pushBattle time has it, one opened from battle.started was handed it session.battle = session.battle or (top ~= ow and top or nil) -- the world pass is hidden behind the battle, so mesh builds get the wide -- slice: nothing visible can hitch on them ChunkMesher.pump(true) -- The mons' textures are rendered HERE, with no canvas bound, for the same -- reason the scene is: the pics layer binds its own targets, and doing that -- inside somebody else's frame means putting the frame back afterwards. local okTex, textures = pcall(OverworldBattle.textures, session.battle) if not okTex then textures = nil end -- stashed for the VR eye pass, which stands these same pics on the map -- in ITS view of the world (VoxelScene's eyes path). Stashed HERE -- because rendering them binds canvases, which the eye pass -- mid-scene -- when it wants them -- must never do; reading a stashed canvas is free. session.textures = textures -- and the move-animation layer, for the same eyes -- rendered only -- while a headset is actually watching, because only the VR world -- pass draws it (the flat screen has the animations in-frame already) session.animTex = nil local okVR, vrOn = pcall(function() local vr = V.require("VR") return vr.active and vr.active() or false end) if okVR and vrOn and session.battle then local okA, anim = pcall(OverworldBattle.animTexture, session.battle) if okA then session.animTex = anim end end session.token = (session.token or 0) + 1 local ok, shot = pcall(BattleScene.render, session.state, session.arena, textures, session.token) if not ok then -- One failure retires the arena for THIS battle and nothing else: the -- battle screen carries on as the engine's own, the free-roam pipeline -- this runs inside keeps rendering the overworld, and the next battle -- tries again. Rethrowing would hand the whole voxel mode to Pipelines' -- guard, which retires a pipeline for the session. session.shot = nil session.snapped = false session.broken = true V.mod.log:warn("overworld battle scene failed: %s -- this battle draws " .. "on the plain battle background", tostring(shot)) return end session.snapped = false if shot and shot.canvas then -- the depth of field is measured off the two marks: the slab in focus is -- the one the mons are standing in, at whatever the drift has done to -- where that lands local y1 = shot.ly + shot.player[2] * shot.scale local y2 = shot.ly + shot.enemy[2] * shot.scale local focusY, band, range = BattleDOF.bandFor(y1, y2, shot.ph) local okDof, blurred = pcall(BattleDOF.apply, shot.canvas, focusY, band, range) if okDof and blurred then shot.canvas = blurred end -- the frosted glass the HUDs sit on is built from the FINISHED backdrop, -- so a panel over a blurred far field is frosted from what is actually -- behind it pcall(BattleHud.build, shot.canvas) -- and then the HUDs go ON that backdrop, snapped out to the window's own -- edges (snapHUDs). Here rather than in the battle's draw for the same -- reason the scene is: it binds a canvas of its own. After the frost, so -- the glass is frosted from the world alone and never from the glyphs -- about to sit on it. local ios = isIOS() local okHud, up = false, false if not ios then okHud, up = pcall(OverworldBattle.snapHUDs, session.battle, shot) end session.snapped = (okHud and up) and true or false -- once per battle, not once per frame: a driver that cannot do this cannot -- do it sixty times a second either, and the fallback is silent and fine if not ios and not okHud and not session.hudWarned then session.hudWarned = true V.mod.log:warn("overworld battle HUD snap failed: %s -- the HUDs draw " .. "in the battle frame this battle", tostring(up)) end end session.shot = shot end -- The finished shot for this frame, or nil when there is none and the battle -- should draw the way it always did. function OverworldBattle.shot() if not session or session.broken then return nil end local s = session.shot if s and s.canvas then return s end return nil end -- The staged fight's WORLD-side pieces, for a pass that stands the mons in -- its own view of the map rather than in the arena's composed shot -- the -- VR eyes. Returns the two cards as BattleScene.monCards builds them (yawed -- toward whatever Voxel3D.eye is at CALL time, so a per-eye caller gets -- per-eye cards), the live textures table (for the hit-flash flag), and the -- token the shadow signature keys on. nil while nothing is staged, the -- arena is broken, or the pics have not been rendered yet. function OverworldBattle.worldCards() if not (session and session.arena and not session.broken) then return nil end local tex = session.textures if not tex then return nil end local host = (session.state and session.state.map) or nil if not host then return nil end local groundY = BattleScene.groundY(host, session.arena) return BattleScene.monCards(session.arena, groundY, tex), tex, session.token end -- The live session's BATTLE STATE, once the pushed battle has been met -- (session.battle fills in from the stack in update). The VR quad reads -- it to tell "the battle screen is on top" from "a menu is over the -- battle" -- the UI-only panel is right for the first and wrong for the -- second. nil with no session, a broken one, or a battle not yet pushed. function OverworldBattle.battle() if not (session and not session.broken) then return nil end return session.battle end -- The move-animation layer as a texture: the engine's own drawAnimLayer, -- rendered UNSHIFTED (slot-authored coordinates) into a GB-sized -- transparent canvas of its own. This is what stands the effects up in -- the VR eyes' world -- see worldAnim below -- the same move the pics -- made through sideTexture: let the engine draw what it always draws, -- catch it on a canvas, stand the canvas in the scene. local animLayer = nil -- the engine's own drawAnimLayer, captured by install(). Declared HERE, -- above the function that reads it: a local declared further down the -- chunk would leave this function reading a global of the same name -- -- nil forever, and the effects silently absent from the eyes (the bug -- this comment is the tombstone of). local innerAnim = nil function OverworldBattle.animTexture(battle) if not (innerAnim and battle) then return nil end if not (love.graphics and love.graphics.newCanvas) then return nil end if not animLayer then local ok, c = pcall(love.graphics.newCanvas, BattleScene.GB_W, BattleScene.GB_H) if not (ok and c) then return nil end pcall(c.setFilter, c, "nearest", "nearest") animLayer = c end local g = love.graphics local prevCanvas = g.getCanvas() local ok = pcall(function() g.push("all") g.origin() g.setCanvas(animLayer) g.clear(0, 0, 0, 0) g.setBlendMode("alpha") g.setColor(1, 1, 1, 1) innerAnim(battle, false) g.pop() end) if not ok then pcall(g.pop, g) end if prevCanvas then pcall(g.setCanvas, g, prevCanvas) else pcall(g.setCanvas, g) end return ok and animLayer or nil end -- The staged fight's effects, for the VR eyes: the animation layer plus -- the plane to stand it on (BattleScene.fxCard -- anchored so a hit -- authored at a slot lands on the mon standing in for that slot). nil -- while nothing is staged or no layer was rendered this frame. function OverworldBattle.worldAnim() if not (session and session.arena and not session.broken) then return nil end local tex = session.animTex if not tex then return nil end local host = (session.state and session.state.map) or nil if not host then return nil end local groundY = BattleScene.groundY(host, session.arena) local model = BattleScene.fxCard(session.arena, groundY, OverworldBattle.ANCHOR) if not model then return nil end return tex, model end -- Where the staged fight STANDS -- the arena and its floor height -- for a -- camera that wants to look at it rather than draw it (the VR battle -- mount). Answered as soon as the stage exists, textures or not: the -- camera should be seated behind the fade before the first pic lands. -- nil whenever no fight is staged on the world. function OverworldBattle.stage() if not (session and session.arena and not session.broken) then return nil end local host = (session.state and session.state.map) or nil if not host then return nil end return session.arena, BattleScene.groundY(host, session.arena) end function OverworldBattle.invalidate() BattleDOF.invalidate() BattleHud.invalidate() BattlePics.invalidate() end -- ------- the battle screen's background -- -- BattleState opens by filling 160x144 white -- that fill IS the battle's -- background, and in the colorized pipeline it is also the BG canvas's clear -- (nothing else clears it, so skipping it outright would ghost last frame). -- So for the length of one draw, that one call is intercepted: on the two -- offscreen canvases it becomes a transparent clear, so the shade-remap pass -- composites the HUD and the text box over the arena and leaves the empty -- field showing it; on the screen it is simply dropped, because the UI canvas -- has already been cleared transparent for the world to show through. -- -- Matched exactly -- fill, the full frame, at the origin, in opaque white -- -- so the text box (a 20x6 box lower down), a mon pic, an HP bar and the -- move-animation flash (which is white at 0.85) all pass through untouched. -- -- This is a shim over love.graphics and it is the one invasive thing here, -- so it is scoped as tightly as it can be: installed around a single call, -- removed on the way out including on error, and never live outside a battle -- frame this mode is drawing. local function withoutBackgroundFill(battle, fn) local g = love.graphics local rectangle = g.rectangle g.rectangle = function(mode, x, y, w, h, ...) if mode == "fill" and x == 0 and y == 0 and w == BattleScene.GB_W and h == BattleScene.GB_H then local r, gr, b, a = g.getColor() if r > 0.99 and gr > 0.99 and b > 0.99 then -- Two different full-frame whites, both replaced rather than drawn. -- -- OPAQUE is the battle's background, and on the offscreen canvases it -- doubles as their clear, so there it becomes a transparent one. -- -- TRANSLUCENT is the hit flash. Over a white field that reads as a -- flash; over a world it whites out the map, the HUD and the text box -- together. BattleScene puts it back on the mons alone. if a > 0.99 then local target = g.getCanvas() if target ~= nil and (target == battle.bgCanvas or target == battle.waveCanvas) then g.clear(0, 0, 0, 0) end end return end end return rectangle(mode, x, y, w, h, ...) end local ok, err = pcall(fn, battle) g.rectangle = rectangle if not ok then error(err, 0) end end -- ------- the box, without its paper -- -- Font.drawBox is a white fill and then six border glyphs, and the fill is the -- opaque slab the frosted panel underneath is there to replace. So for the -- length of one drawTextArea the white fills are dropped and everything else -- -- the border, the text, the cursor, the down arrow -- draws exactly as it -- always did, over the glass instead of over paper. -- -- Every fill drawTextArea issues is one of those: the box's own, and the two -- eight-pixel cells MoveSelectionMenu wipes back to box white before it writes -- the border glyphs that hardware would have overwritten. Both are opaque -- white, both are paper, and both go. -- -- The same shim shape as withoutBackgroundFill above, and scoped as tightly: -- installed around a single call, removed on the way out including on error, -- never live outside a battle frame this mode is drawing. local function withoutBoxFill(battle, fn) local g = love.graphics local rectangle = g.rectangle g.rectangle = function(mode, ...) if mode == "fill" then local r, gr, b, a = g.getColor() if r > 0.99 and gr > 0.99 and b > 0.99 and a > 0.99 then return end end return rectangle(mode, ...) end local ok, err = pcall(fn, battle) g.rectangle = rectangle if not ok then error(err, 0) end end -- ------- the hour's light, on a pic that is not geometry -- -- Everything standing in the arena goes through the voxel shader, and that -- shader multiplies by the hour's tint: at dusk the whole diorama warms, at -- night it goes blue, and the two mons' cards go with it because they are -- drawn in the same pass as the ground they stand on. -- -- A back pic pinned to the menu is not in that pass. It is the engine's own -- flat blit over the finished shot, so it arrived at noon while the world -- behind it was at midnight -- a mon lit by nothing in the frame. -- -- So the tint is applied by hand, to that one draw. Every colour the pics -- layer sets is multiplied on its way past, which is the whole of it: the -- layer draws the pic with love.graphics.draw and LOVE multiplies by the draw -- colour, so tinting the colour tints the pixels -- and the alpha, the faint -- slide's fade and the blink's own colour all compose with it rather than -- being overwritten. -- -- What this does NOT get is the sun: the cards are shadow-mapped, so one -- standing under a tree is darker than the tint alone, and this pic has no -- position in the scene to be shadowed at. It carries the hour and not the -- weather, which is the part the eye reads. local function withTint(tint, fn, ...) if not tint then return fn(...) end local r, g, b = tint[1] or 1, tint[2] or 1, tint[3] or 1 if r > 0.999 and g > 0.999 and b > 0.999 then return fn(...) end local gfx = love.graphics local setColor = gfx.setColor gfx.setColor = function(cr, cg, cb, ca, ...) if type(cr) == "table" then return setColor({ (cr[1] or 1) * r, (cr[2] or 1) * g, (cr[3] or 1) * b, cr[4] }, cg, ...) end if cr == nil then return setColor(cr, cg, cb, ca, ...) end return setColor(cr * r, (cg or 1) * g, (cb or 1) * b, ca, ...) end local ok, err = pcall(fn, ...) gfx.setColor = setColor -- the layer leaves whatever colour it last set, and that one is tinted; -- hand the next caller plain white rather than a dimmed one setColor(1, 1, 1, 1) if not ok then error(err, 0) end end -- ------- the mons, as textures for the 3D pass -- -- The two Pokemon are not composited over the world any more: they are quads -- standing in it (see BattleBillboard). What that needs from the battle -- screen is a TEXTURE per side -- and the honest way to get one is to let the -- engine draw its own pics layer, unchanged, into a canvas. -- -- So the layer is rendered twice, once per side, with the other side -- falsified out of existence by nulling exactly the fields its branches -- test. Everything the engine does to a pic comes along for free that way: -- the trainer pic before the send-out, the grow-out-of-the-ball scale, the -- faint slide, the damage blink, the squish, every SE displacement. None of -- it is reimplemented and none of it can drift. -- -- Two things are forced during that render. The scale, to 1, so the texture -- carries the artwork's own pixels and the BILLBOARD does the sizing; and the -- placement, so the pic lands centred on a known column with its feet on a -- known row. That known point is what the quad is then hung from. local TEX_AX, TEX_AY = 80, 96 -- forced pic centre and baseline local TRAINER_AX, TRAINER_AY = 124, 56 -- the intro trainer pic's own slot OverworldBattle.TEX_AX, OverworldBattle.TEX_AY = TEX_AX, TEX_AY -- Which side is being rendered, or nil. The placement wrappers read it. local texturing = nil local texCanvas = {} local innerPics = nil -- captured by install() local innerHUDs = nil -- likewise, for the snapped HUD layer -- (innerAnim, their sibling, is declared up beside animTexture, which -- sits earlier in the chunk than this group and must see the local) local function texCanvasFor(side) local c = texCanvas[side] if c then return c end local ok, made = pcall(love.graphics.newCanvas, BattleScene.GB_W, BattleScene.GB_H, { dpiscale = 1 }) if not ok then return nil end made:setFilter("nearest", "nearest") texCanvas[side] = made return made end -- Whether this side has anything to draw at all. Mirrors drawPicsLayer's own -- guards, so an empty canvas is never hung on a quad: a fainted, hidden or -- not-yet-sent-out mon simply has no billboard this frame. local function sideVisible(battle, side) if side == "enemy" then if battle.showEnemyTrainer and battle.trainerPic then return true end return (battle.enemy and battle.enemy.sprite and not battle.enemyHidden and not battle.enemySendingOut and not battle:fxHidden(battle.enemy)) and true or false end if battle.showPlayerBack and battle.playerBackPic then return true end local hide = battle.safari or battle.demo return (battle.player and battle.player.sprite and not hide and not battle.sendingOut and not battle:fxHidden(battle.player)) and true or false end local OFF = { enemy = { player = false, showPlayerBack = false }, player = { enemy = false, showEnemyTrainer = false }, } -- Render one side's pics layer into its canvas and report where the pic's -- feet ended up, in canvas coordinates. function OverworldBattle.sideTexture(battle, side) if not (innerPics and battle) then return nil end if not sideVisible(battle, side) then return nil end local canvas = texCanvasFor(side) if not canvas then return nil end local g = love.graphics local prevCanvas = g.getCanvas() local prevBlend, prevAlpha = g.getBlendMode() -- The pic-window scissors are in the battle screen's fixed coordinates and -- would clip a pic that has been moved to the middle of its own canvas. -- There is nothing here for them to protect -- no HUD, no text box, just -- the one pic -- so they are switched off for the render. local setScissor, intersectScissor = g.setScissor, g.intersectScissor local getScissor = g.getScissor g.setScissor = function() end g.intersectScissor = function() end g.getScissor = function() return nil end local saved = {} for k, v in pairs(OFF[side]) do saved[k] = battle[k]; battle[k] = v end texturing = side local ok, err = pcall(function() g.setCanvas(canvas) g.clear(0, 0, 0, 0) g.setBlendMode("alpha") g.setColor(1, 1, 1, 1) innerPics(battle, 0, 0, 0) end) texturing = nil for k in pairs(OFF[side]) do battle[k] = saved[k] end g.setScissor, g.intersectScissor, g.getScissor = setScissor, intersectScissor, getScissor if prevCanvas then g.setCanvas(prevCanvas) else g.setCanvas() end g.setBlendMode(prevBlend or "alpha", prevAlpha) if not ok then error(err, 0) end local ax, ay = TEX_AX, TEX_AY local trainer = false -- The intro trainer pic draws itself straight into its own 7x7 slot rather -- than through the placement helpers, so it is hung from that slot instead. if side == "enemy" and battle.showEnemyTrainer and battle.trainerPic then ax, ay, trainer = TRAINER_AX, TRAINER_AY, true elseif side == "player" and battle.showPlayerBack and battle.playerBackPic then trainer = true end return { canvas = canvas, ax = ax, ay = ay, trainer = trainer } end -- Whether the hit flash is showing this frame. -- -- Mirrors BattleState:draw's own test, because the flash is a DRAW-time -- decision there (a counter plus the frame parity that makes it flicker) and -- there is no seam that reports it. Read-only, so the worst a future engine -- change can do is flash on a frame the engine would not have. function OverworldBattle.flashing(battle) local fx = battle and battle.fx if not (fx and fx.flash and fx.flash > 0) then return false end return (battle.frame or 0) % 4 < 2 end -- Both sides, or nil when neither has anything to show. -- -- One side under BACK SPRITES: the player's mon is not standing on the map at all -- there, it is on the menu, so it has no card to be a texture for -- and -- nothing downstream has to know that. No billboard, and no shadow on the -- ground under a mon that is not on it. function OverworldBattle.textures(battle) if not battle then return nil end local out = {} local okE, enemy = pcall(OverworldBattle.sideTexture, battle, "enemy") local okP, player = true, nil if not OverworldBattle.backPinned() then okP, player = pcall(OverworldBattle.sideTexture, battle, "player") end out.enemy = okE and enemy or nil out.player = okP and player or nil if not (out.enemy or out.player) then return nil end out.flash = OverworldBattle.flashing(battle) return out end -- ------- engine seams -- -- Four wraps, each idempotent so a hot reload cannot stack them. function OverworldBattle.install() local OverworldState = require("src.world.OverworldController") if not OverworldState.dramaticShapeBattleHook then local inner = OverworldState.pushBattle -- The one place the overworld starts a battle, and it runs BEFORE the -- transition is pushed -- which is what lets the cull happen off-screen -- and the wipe play over a map with nobody on it. function OverworldState:pushBattle(battle) pcall(OverworldBattle.begin, self, battle) return inner(self, battle) end OverworldState.dramaticShapeBattleHook = true end local BattleState = require("src.battle.BattleState") if BattleState.dramaticShapeBattleHook then return end -- Integer scales only. The camera is solved to make one overworld square -- exactly big enough for a pic at its own integer scale (see BattleCam), so -- the fit never has to come out of the pixels -- and a species override or -- a battle_sprite_scales entry that asks for 1.7x would undo that and -- resample the sprite into mush. Rounded rather than refused, so such a mod -- still gets the bigger or smaller mon it asked for, on the pixel grid. local innerScale = BattleState.resolveBattleScale function BattleState.resolveBattleScale(data, side, path, species) local base = innerScale(data, side, path, species) -- 1:1 into the billboard texture: the artwork's own pixels, with the -- quad's world size doing every bit of the scaling. Anything else would -- resample the sprite twice -- once into the texture and again on the way -- to the screen -- and a twice-resampled Gen 1 pic is mush. if texturing then return 1 end if not OverworldBattle.shot() then return base end return math.max(1, math.floor((tonumber(base) or 1) + 0.5)) end -- Keyed-out whites inside a pic used to be filled by the white field -- behind it. There is a world back there now, so they are filled here -- instead -- see BattlePics, which puts the paper back without touching -- the silhouette. -- -- The pinned pic is told that its feet are on the box, which is what lets -- the pale-bodied back sprites be filled at all: their bellies leak out -- through an opening too wide to read as a drain, and only the box under -- them settles that it is not a hole. Passed the pre-bake image, because -- that is the one the battle holds a reference to. local innerPic = BattleState.picImage function BattleState:picImage(img) local out = innerPic(self, img) if not OverworldBattle.shot() then return out end return BattlePics.filled(out, OverworldBattle.pinnedPic(self, img)) end -- While a billboard texture is being rendered both pics are put in the same -- known place -- centred on TEX_AX with their feet on TEX_AY -- so the quad -- has one anchor to hang from whichever side and whichever species it is -- carrying. Outside that render both helpers answer exactly as they always -- did. local innerBack = BattleState.backPlacement function BattleState.backPlacement(w, h, pad, padL, scale) local x, y, s = innerBack(w, h, pad, padL, scale) if not texturing then return x, y, s end return TEX_AX - w * scale / 2, TEX_AY - (h - pad) * scale, s end local innerFront = BattleState.frontPlacement function BattleState.frontPlacement(ex, ey, w, h, scale) local x, y, s = innerFront(ex, ey, w, h, scale) if not texturing then return x, y, s end return TEX_AX - w * scale / 2, TEX_AY - h * scale, s end local innerDraw = BattleState.draw function BattleState:draw() local shot = OverworldBattle.shot() -- AskName blanks the field on purpose (the nickname prompt is meant to -- sit on nothing); leave that one alone. if not shot or self.blankForAskName then -- nil, not false: the class default is inherited again, so a battle -- that loses its arena mid-fight goes back to white voids self.letterboxWhite = nil self.dramaticShapeShot = nil return innerDraw(self) end self.dramaticShapeShot = shot -- The world reaches the screen through the seam a render pipeline's -- finished world image already uses: one window-resolution canvas, -- blitted a pixel to a pixel, with the 160x144 UI canvas composited over -- it in the classic letterbox afterwards. That is what makes the backdrop -- as crisp as the free-roam diorama while the pics and text stay GB art. local renderer = game().renderer if renderer and renderer.setWorldOverride then renderer:setWorldOverride(shot.canvas) end -- beginFrame clears the UI canvas white for an opaque state; the world is -- under it now, so clear it back to nothing and let it through. Safe to -- do here: an opaque battle is the lowest state drawn, so nothing has -- drawn into this canvas yet. love.graphics.clear(0, 0, 0, 0) -- the white letterbox exists so the window matches the white battle -- canvas; there is a world out to the window edges now self.letterboxWhite = false OverworldBattle.drawHudPanels(self) withoutBackgroundFill(self, innerDraw) end -- The mons are geometry standing on the map now, drawn in the 3D pass -- before this screen is composited at all, so the flat pics layer has -- nothing left to do here. Skipped rather than left to draw underneath, or -- every Pokemon would appear twice: once on its tile and once in its slot. -- -- Except under BACK SPRITES, where the player's side never became geometry and this -- layer is the only thing that draws it. The engine's own onlySide argument -- does the whole job: one call, the player's branches alone, in the slot and -- at the scale the GB always put them -- feet on the box, 2x, back view. innerPics = BattleState.drawPicsLayer function BattleState:drawPicsLayer(slide, sx, sy, onlySide, skipMenuClip) local shot = self.dramaticShapeShot if not shot then return innerPics(self, slide, sx, sy, onlySide, skipMenuClip) end if OverworldBattle.backPinned() and onlySide ~= "enemy" then -- under the hour's own light, like everything else in the frame -- see -- withTint, and the tint BattleScene hands over with the shot. -- -- Except on the wavy path, where the pic is baked into the GRAYSCALE bg -- canvas for the zone pass to colour by region. That pass keys off the -- red channel, and a night tint pulls red down -- it would not darken -- the mon, it would remap it to the wrong shade. SE_WAVY_SCREEN lasts a -- second and the hour survives it fine. local tint = not self.grayPics and shot.tint or nil return withTint(tint, innerPics, self, slide, sx, sy, "player", skipMenuClip) end end -- The battle's text box and its menus, over the frosted glass laid down for -- them rather than over their own white paper -- and their ink flipped with -- the HUD's when the ground under the frame is dark, by the same rule and -- off the same verdict. local innerText = BattleState.drawTextArea function BattleState:drawTextArea() if not self.dramaticShapeShot then return innerText(self) end if isIOS() then return innerText(self) end local battle = self if not self.dramaticShapeDark then return withoutBoxFill(battle, innerText) end BattleHud.flipGlyphs(BattleScene.GB_W, BattleScene.GB_H, function() withoutBoxFill(battle, innerText) end) end -- Move animations are authored against the pics' fixed slots, and a single -- animation reaches across both sides, so there is no per-side offset to -- give them. They ride the average, which is where the pair's centre went -- -- a few pixels at most, and it keeps a hit landing on the mon it is -- aimed at instead of drifting off it. innerAnim = BattleState.drawAnimLayer function BattleState:drawAnimLayer(colorized) local shot = self.dramaticShapeShot if not shot then return innerAnim(self, colorized) end -- Move animations are authored against the pics' old fixed slots, and one -- animation reaches across both sides, so there is no per-side offset to -- give them. They ride to where the PAIR went: the midpoint of the two -- mons' projected positions, less the midpoint of the slots they used to -- sit in. A hit still lands on the mon it is aimed at. -- -- And they ride the pair's SEPARATION as well, because the mons -- themselves do. Both are geometry standing on the map, so the camera -- sizes them: zoom in and they grow, swing round to side-on and the two -- marks close up as the axis foreshortens. A layer that only slid would -- have held the authored 106-pixel spacing through all of it -- a beam -- fired between two mons that are no longer that far apart, ending in -- the air beside the one it was aimed at. Scaling about the same -- midpoint keeps every authored offset the same fraction of the gap it -- was authored as. local a = OverworldBattle.ANCHOR -- BACK SPRITES leaves the player's mon exactly where the GB put it, so that side -- contributes no movement at all and the pair's centre has gone half as -- far as the foe's mark did. local px, py = shot.player[1], shot.player[2] if OverworldBattle.backPinned() then px, py = a.player[1], a.player[2] end local cx, cy = (shot.enemy[1] + px) / 2, (shot.enemy[2] + py) / 2 local ax = (a.enemy[1] + a.player[1]) / 2 local ay = (a.enemy[2] + a.player[2]) / 2 love.graphics.push() love.graphics.translate(cx - ax, cy - ay) -- Clamped, and skipped outright if the marks ever coincide: a -- degenerate projection must leave the effects the size they were -- rather than collapse them to nothing or blow them across the screen. local k = OverworldBattle.animScale(shot, px, py) if k ~= 1 then love.graphics.translate(ax, ay) love.graphics.scale(k, k) love.graphics.translate(-ax, -ay) end local ok, err = pcall(innerAnim, self, colorized) love.graphics.pop() if not ok then error(err, 0) end end -- The engine's flash has a SECOND half, and it is the one that reaches the -- menu. Beside the white rectangle (dropped above) the flash moves are -- driven by a BGP palette fade -- BGP_LIGHT and friends -- which the -- colorized pipeline applies in drawZonePass to the WHOLE background -- canvas. That canvas carries the HUD glyphs and the text box, so a fade -- meant for the two mons washed the menu out with them. -- -- The fade is left switched on for the pics, which read it through -- picImage, and switched off for the zone pass alone. So the mons flash -- and the furniture around them does not. -- -- The zone pass has a SECOND thing it paints, and this is the one that -- reads as the menu box flashing. A screen shake makes it fill every zone -- with the zone's own color 0 before it draws the offset copy -- the -- hardware showing empty BG in the strip the shake vacated. On a white -- battle field that fill is invisible; over a world it is an opaque white -- sheet across the whole frame, and since a shake program alternates -- offset and no-offset frames (SE_SHAKE_SCREEN steps dx 1, 0, 1, 0...) it -- switches on and off a few times a second. It is dropped: the background -- here is the map, so what the shake vacates should show the map. local innerZone = BattleState.drawZonePass function BattleState:drawZonePass(src, sx, sy) if not self.dramaticShapeShot then return innerZone(self, src, sx, sy) end -- shadow the method on the instance for this call only; putting the -- field back to whatever it was (normally nil) lets the class method be -- found again local had = rawget(self, "activeBgp") self.activeBgp = function() return nil end local g = love.graphics local rectangle = g.rectangle g.rectangle = function(mode, ...) -- the pass draws no other rectangle; the shake still shifts the copy if mode == "fill" then return end return rectangle(mode, ...) end local ok, err = pcall(innerZone, self, src, sx, sy) g.rectangle = rectangle self.activeBgp = had if not ok then error(err, 0) end end -- Black glyphs on grass are not readable; over a frosted panel measured -- dark they are not readable either, so they go white. Mapped rather than -- rewritten: the HUD sets pure black for its text and nothing else, and in -- the colorized pipeline this lands in the grayscale BG canvas, where -- white IS shade 0 and the zone pass then colours it like every other -- lightest-shade surface. One rule, both pipelines. -- -- The HP bar is untouched: it is drawn in its own greens and reds, and -- only an exactly-black set is remapped. innerHUDs = BattleState.drawHUDs function BattleState:drawHUDs(slide) -- Normally the HUDs have already been drawn this frame, snapped out to the -- window's edges and composited into the world image (snapHUDs). Drawing -- them here as well would show each block twice, once in each place. if self.dramaticShapeShot and snapped() then return end if not (self.dramaticShapeShot and self.dramaticShapeDark) then return innerHUDs(self, slide) end local battle = self BattleHud.flipGlyphs(BattleScene.GB_W, BattleScene.GB_H, function() innerHUDs(battle, slide) end) end BattleState.dramaticShapeBattleHook = true end -- Whether each HUD block is on screen this frame. -- -- READ-ONLY duplicates of drawHUDs' own two guards, because there is no seam -- that reports "the enemy HUD is up". A panel under a HUD that is not there -- would be a frosted slab floating in the arena, so it is worth mirroring; -- the worst a future engine change can do is show an empty one for a frame, -- never break a battle. function OverworldBattle.hudLive(battle, slide) local enemy = battle.enemy and not battle.showEnemyTrainer and not battle.enemySendingOut and not battle:growInScale(battle.enemy) and slide == 0 and not battle.enemy.fainted local player = battle.player and not (battle.safari or battle.demo) and not battle.showPlayerBack and slide == 0 return enemy and true or false, player and true or false end -- ------- the snapped composite -- -- The engine's own HUD layer, rendered into a texture. -- -- One thing is falsified for the render, and it is falsified because this layer -- never reaches the battle's zone pass -- it is composited into the world image, -- outside the frame that pass covers. In the colorized pipeline drawHUDs leaves -- the HP bar's fill as DMG gray for the zone pass to colour by region (#229); -- answered false, it tints its own greens and reds instead, exactly as it does -- on the flat path. The glyphs are pure black either way, which is what the -- flip in BattleHud.layerTexture is measured against. -- -- Shadowed on the instance for this call only, the way drawZonePass shadows -- activeBgp: putting the field back to whatever it was (normally nil) lets the -- class method be found again. function OverworldBattle.hudTexture(battle, slide, dark) if not (innerHUDs and battle) then return nil end local had = rawget(battle, "colorMode") battle.colorMode = function() return false end local ok, layer = pcall(BattleHud.layerTexture, BattleScene.GB_W, BattleScene.GB_H, dark, function() innerHUDs(battle, slide) end) battle.colorMode = had return ok and layer or nil end -- Draw both HUD blocks into the world image at the window's edges, each on its -- own frosted panel. Returns true when the frame's HUDs are up there and the -- in-frame draw must be skipped; false leaves the battle screen's own HUD -- exactly as it was before any of this existed. -- -- Both bands are blitted whether or not that side's HUD is LIVE, because a band -- carries more than the HUD: the pokeball rows of the intro and of an enemy -- faint, and the safari ball count, all draw in these rows and belong at the -- same edge as the block they share it with. The panels are the ones that -- follow hudLive -- frosted glass under nothing is a slab floating in the arena. function OverworldBattle.snapHUDs(battle, shot) if not (battle and shot and shot.canvas and (shot.scale or 0) > 0) then return false end -- With a headset live the HUDs stay IN the GB frame -- the classic -- slots, on the glass drawHudPanels lays for the unsnapped path. Both -- of VR's battle screens (the floating panel and the pokedex's) crop -- to the letterbox, and a block snapped out to the window's edge would -- be cropped away with the window around it. local okV, vr = pcall(V.require, "VR") if okV and vr and vr.active and vr.active() then return false end local slide = (battle.introSlide or 0) * 4 local rects, bandX = OverworldBattle.snapRects(shot) local enemy, player = OverworldBattle.hudLive(battle, slide) local live = {} if enemy then live.enemy = rects.enemy end if player then live.player = rects.player end -- and the text box's own glass, on the same pass. It stays in the middle of -- the frame where the engine draws it -- only the HUDs were snapped out -- -- so its GB rect is mapped into the letterbox rather than to an edge. for key, rect in pairs(OverworldBattle.textRects(battle)) do live[key] = toWorld(rect, shot) end -- measured under the SNAPPED rects: the panels are over whatever the world -- shows at the window's edges now, which is not what was behind them in the -- middle of the frame. ONE verdict over all of them, HUDs and box together, -- for the reason BattleHud.verdict gives: a frame with white glyphs in the -- corner and black ones on the menu reads as a bug rather than as adaptation. local dark = BattleHud.verdict(live, shot, true) -- the box's own ink is flipped where the engine draws it, in the GB frame, -- so the answer has to outlive this function (see drawHudPanels) if session then session.dark = dark end local layer = OverworldBattle.hudTexture(battle, slide, dark) if not layer then return false end local g = love.graphics local prevCanvas = g.getCanvas() local prevBlend, prevAlpha = g.getBlendMode() local ok, err = pcall(function() g.setCanvas(shot.canvas) g.setBlendMode("alpha") for _, rect in pairs(live) do BattleHud.panel(rect, shot, dark, true) end g.setColor(1, 1, 1, 1) for side, band in pairs(OverworldBattle.HUD_BAND) do local quad = g.newQuad(band[1], band[2], band[3], band[4], BattleScene.GB_W, BattleScene.GB_H) g.draw(layer, quad, bandX[side] + band[1] * shot.scale, shot.ly + band[2] * shot.scale, 0, shot.scale, shot.scale) end end) if prevCanvas then g.setCanvas(prevCanvas) else g.setCanvas() end g.setBlendMode(prevBlend or "alpha", prevAlpha) g.setColor(1, 1, 1, 1) if not ok then error(err, 0) end return true end -- Lay the frosted glass down under whichever HUD and box are about to draw, -- and record which way the glyphs have to flip. -- -- The panels are the fallback path only: normally the HUDs are snapped out to -- the window's edges and their glass, and the box's, went into the world image -- with them (snapHUDs). The VERDICT is needed either way -- the box's ink is -- drawn here, in the GB frame, whichever path laid the glass under it. function OverworldBattle.drawHudPanels(battle) local shot = battle.dramaticShapeShot battle.dramaticShapeDark = nil if not shot then return end if isIOS() then local slide = (battle.introSlide or 0) * 4 local enemy, player = OverworldBattle.hudLive(battle, slide) local rect = OverworldBattle.HUD_RECT love.graphics.setColor(1, 1, 1, 0.84) if enemy then love.graphics.rectangle("fill", rect.enemy[1], rect.enemy[2], rect.enemy[3], rect.enemy[4]) end if player then love.graphics.rectangle("fill", rect.player[1], rect.player[2], rect.player[3], rect.player[4]) end love.graphics.setColor(1, 1, 1, 1) battle.dramaticShapeDark = nil return end if snapped() then battle.dramaticShapeDark = session and session.dark or nil return end local slide = (battle.introSlide or 0) * 4 local enemy, player = OverworldBattle.hudLive(battle, slide) local rect = OverworldBattle.HUD_RECT local live = {} if enemy then live.enemy = rect.enemy end if player then live.player = rect.player end for key, r in pairs(OverworldBattle.textRects(battle)) do live[key] = r end if not next(live) then return end local dark = BattleHud.verdict(live, shot) battle.dramaticShapeDark = dark for _, r in pairs(live) do BattleHud.panel(r, shot, dark) end end return OverworldBattle