-- STADIUM battles: the one-time build, on screen. -- -- A pushed game state, so it draws in the Game Boy's own 160x144 and stops -- everything under it -- which is what it should do, because it is doing real -- work and the player should not be walking around while it happens. -- -- ------- why a species a frame -- -- A species takes roughly fifty milliseconds to extract, and there are 151 of -- them. That is ten seconds, which has to go somewhere. Doing them one per -- frame puts the whole cost on this screen where it is explained, keeps the -- bar moving at a visible rate, and leaves the frame free to draw between -- them. Batching more per frame would finish no sooner -- the work is the -- same -- and would only make the bar jump. -- -- ------- what it says -- -- Three things, and each of them is answering a question the player would -- otherwise have to guess at while the game sits there: -- -- WHAT is happening -- "ONE-TIME EXTRACTION OF STADIUM ASSETS", in those -- words, because the two facts that matter to somebody who has just -- installed a mod and been handed a loading screen are that this is the -- mod's own asset build and that it is not going to happen again. -- -- HOW FAR through it is -- a bar, filled by species written rather than by -- elapsed time, so it cannot lie about the remaining work. -- -- THAT IT IS ALIVE -- which Pokemon it is on, by name. Not decoration: it -- is the difference between a progress bar the player trusts and one they -- suspect has hung, and it costs one lookup a frame. -- the mod namespace (see main.lua): V.require loads a sibling module local V = ... local StadiumInstall = V.require("StadiumInstall") local StadiumScreen = {} StadiumScreen.__index = StadiumScreen -- The Game Boy frame this draws in. local W, H = 160, 144 -- How long the finished message stays up before the screen retires itself. StadiumScreen.HOLD = 1.1 local Font = nil local function font() if Font then return Font end local ok, F = pcall(require, "src.render.Font") if ok then Font = F end return Font end -- Black glyphs, because that is the only colour the Game Boy font sheets -- have -- they are black on transparent, so setColor cannot lighten one. -- Everything here is therefore laid out dark-on-light. local function text(str, x, y) local F = font() if not F then return end love.graphics.setColor(0, 0, 0, 1) F.draw(str, math.floor(x), math.floor(y)) end local function centred(str, y) local F = font() if not F then return end text(str, (W - F.width(str)) / 2, y) end -- ------- dex number -> the engine's own species key -- -- Built once, from the loaded data rather than from a list of names carried -- here: a list would be a second place for the same 151 facts to live, and -- would go stale against a mod that renames one. local dexNames = nil local function speciesName(dex) if not dex then return nil end if not dexNames then dexNames = {} local ok, data = pcall(function() return require("src.core.Game").data end) if ok and data and data.pokemon then for key, def in pairs(data.pokemon) do if type(def) == "table" and def.dex then dexNames[def.dex] = key end end end end return dexNames[dex] end function StadiumScreen.new(game) return setmetatable({ game = game, hold = 0, started = false }, StadiumScreen) end -- Opaque: the loading screen owns the frame, so the map underneath is not -- drawn and not paying for a render it cannot be seen through. StadiumScreen.isOpaque = true function StadiumScreen:enter() local ok, err = StadiumInstall.begin() self.started = ok and true or false if not ok then StadiumInstall.status.state = "failed" StadiumInstall.status.error = err end end function StadiumScreen:update() local status = StadiumInstall.status if status.state == "building" then if not StadiumInstall.step() then -- fell out of building: either finished or failed, both of which hold -- for a moment so the player sees which self.hold = 0 end return end self.hold = self.hold + 1 / 60 -- a failure stays up longer, because it is the one the player has to read local wait = (status.state == "failed") and StadiumScreen.HOLD * 4 or StadiumScreen.HOLD if self.hold >= wait then if self.game and self.game.stack and self.game.stack:top() == self then self.game.stack:pop() end end end -- Let the player out of a build that has gone wrong, or that they would -- rather not wait for. Cancelling leaves the packs unbuilt, so the STADIUM -- rungs stay off the row until the next boot offers again -- which is -- honest, and better than a half-built set. function StadiumScreen:onKeyPressed(key) if key == "escape" or key == "x" or key == "backspace" then StadiumInstall.cancel() if self.game and self.game.stack and self.game.stack:top() == self then self.game.stack:pop() end return true end return false end function StadiumScreen:draw() local status = StadiumInstall.status love.graphics.setColor(0.93, 0.94, 0.90, 1) love.graphics.rectangle("fill", 0, 0, W, H) centred("POKEMON STADIUM", 16) -- the headline, in two lines because the frame is 160 pixels wide and the -- font is a fixed eight: the longer of these is nineteen glyphs centred("ONE-TIME EXTRACTION", 36) centred("OF STADIUM ASSETS", 46) if status.state == "failed" then centred("COULD NOT BUILD", 70) local why = tostring(status.error or "unknown"):sub(1, 24) centred(why, 84) centred("STADIUM IS OFF", 104) love.graphics.setColor(1, 1, 1, 1) return end local done = status.done or 0 local total = status.total or StadiumInstall.COUNT local frac = (total > 0) and (done / total) or 1 if status.state == "done" then frac = 1 end if frac < 0 then frac = 0 elseif frac > 1 then frac = 1 end -- The bar: a dark frame, an EMPTY interior the same colour as the plate, -- and a dark fill growing left to right. -- -- The track has to be the plate's own white rather than a light grey. This -- draws inside the Game Boy frame, so the colorization pass quantises -- everything here into the four GB shades and paints them -- and a grey -- track lands one shade down, which comes out as a bar that is GREEN where -- the work is still to do and dark where it is done. The eye reads colour -- as the filled part and gets the progress exactly backwards. local bx, by, bw, bh = 24, 68, W - 48, 9 love.graphics.setColor(0.06, 0.05, 0.09, 1) love.graphics.rectangle("fill", bx - 1, by - 1, bw + 2, bh + 2) love.graphics.setColor(0.93, 0.94, 0.90, 1) love.graphics.rectangle("fill", bx, by, bw, bh) love.graphics.setColor(0.06, 0.05, 0.09, 1) love.graphics.rectangle("fill", bx, by, math.floor(bw * frac + 0.5), bh) if status.state == "done" then centred("READY", 86) else local name = speciesName(status.species) centred(("%d/%d"):format(done, total), 86) if name then centred(name, 98) end -- last, and lowest: the reassurance is worth saying and is the least -- urgent thing on the plate centred("THIS RUNS ONCE", 122) end love.graphics.setColor(1, 1, 1, 1) end -- ------- when this comes up -- -- The first frame the player is actually IN the world, rather than at boot. -- Two reasons. The engine has its own launcher and ROM importer before the -- game starts, and pushing over those would be fighting them for the screen. -- And `Game.data` has to be loaded for the species names above to resolve. -- -- Asked once. If the player cancels, or there is no ROM, this does not come -- back until the next run -- a loading screen that reappears every time you -- step outside would be worse than no stadium models. local asked = false function StadiumScreen.maybePush() if asked then return false end local ok, Game = pcall(require, "src.core.Game") if not (ok and Game and Game.stack and Game.overworld) then return false end if Game.stack:top() ~= Game.overworld then return false end asked = true if not StadiumInstall.pending() then -- Say where to put a cartridge, ONCE, and only when there is nothing to -- build from and nothing already built. The two STADIUM rungs are simply -- absent in that case (ModSetting.setGate), which is the right thing for -- a row to do and tells the player nothing about why -- and the answer -- they need is an absolute path that depends on how the game was -- installed, so it cannot be written into the options help text. if not StadiumInstall.available() then V.mod.log:info("stadium: no Pokemon Stadium ROM found, so the STADIUM " .. "battle rungs are off. Put one (.z64/.n64/.v64) in " .. "%s and restart.", StadiumInstall.romHint()) end return false end Game.stack:push(StadiumScreen.new(Game)) return true end -- named for the suite, which drives the screen without a boot function StadiumScreen._reset() asked = false end return StadiumScreen