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Flat numbers cannot work here and both previous attempts proved it in opposite directions. The first ring was 7 world units across, which is inside anything bigger than a Rattata -- and additive drawing keeps the depth test, so all sixty quads a frame were rejected and nobody saw them. Correcting by eye gave a ring 24 across starting 20 units up, which is taller than the tallest Pokemon in the game: it hung in the sky above a Ponyta with nothing underneath it. A mon on the map is 5 to 18 world pixels tall (StadiumMon REF_HEIGHT 14). One ring cannot fit a Diglett and a Gyarados, so every distance is now a fraction of the mon: Stadium pushes each side's worldHeight and worldRadius into ShinyFx every frame -- worldRadius exists precisely so "a caller can size something to its footprint" -- and the burst is measured off those. Two more things the pictures showed. The ring is an ELLIPSE with its axes measured separately: flattened enough to read as a ring from the battle's low seat, a single radius reaches only a third of the body's height, so the top and bottom stars sit on the Pokemon. And it OPENS from clear of the body rather than from a point -- springing out of nothing means every star spends the first frames stacked at the centre, which is the middle of the mon and looks exactly like the sparkles being stuck inside it. Shot against Ponyta and Gyarados, an order of magnitude apart in size: the ring hugs each silhouette from outside and no star lands on either body.
287 lines
12 KiB
Lua
287 lines
12 KiB
Lua
-- The shiny sparkle: the flash a Pokemon makes when it first appears.
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--
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-- The games announce a shiny with a burst of stars over the sprite the
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-- instant it lands, before the first text box. This is that moment, in the
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-- diorama: a ring of additive stars that springs outward from the mon's
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-- chest, rises, and fades over about three quarters of a second.
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--
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-- ------- where the moment IS
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--
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-- Harder than it sounds, because the two battle paths arrive differently:
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--
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-- the model rung a Pokemon grows out of its ball -- Stadium.update
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-- already finds that frame (the POOF_ANIM edge) and
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-- calls StadiumMon:beginGrow.
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-- the pic rung a WILD foe is simply THERE on the first frame, with
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-- no poof and no grow at all. There is no animation to
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-- hang off.
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--
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-- So the arming edge is neither of those: it is the frame a side's OCCUPANT
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-- changes (Stadium's `session.at[side] ~= battler` test, the same identity
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-- the mode already uses because a trainer leading with two Rattata changes
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-- occupant without changing species). That edge fires for a send-out, a
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-- switch and a wild foe alike, which is exactly the set of moments a shiny
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-- should announce itself.
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--
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-- ------- drawn additively, and why it survives the flash
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--
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-- Stars are light, so they add rather than cover: `Voxel3D.blend("add")`,
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-- the same treatment the Poke Ball's glow gets. They are drawn inside the
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-- battle's flash window alongside the cards and models, so a sparkle during
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-- a hit flash is lit by it like everything else rather than floating over
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-- it as a separate layer.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local Voxel3D = V.require("Voxel3D")
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local Mat4 = V.require("Mat4")
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local BattleBillboard = V.require("BattleBillboard")
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local ShinyFx = {}
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local max, min = math.max, math.min
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-- ------- shape and timing
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-- ------- sized to the Pokemon, not to a constant
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--
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-- A Pokemon on the map is between 5 and 18 world pixels tall
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-- (StadiumMon.MIN_HEIGHT/MAX_HEIGHT, REF_HEIGHT 14) and roughly its own
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-- radius wide. Every earlier attempt here used flat numbers and every one of
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-- them was wrong for most of the dex: first a ring 7 units across, which sat
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-- INSIDE anything bigger than a Rattata and was depth-rejected; then, over-
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-- correcting, a ring 24 across starting 20 units up -- taller than the
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-- tallest Pokemon there is, so it hung in the sky above a Ponyta with
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-- nothing under it.
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--
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-- One ring cannot fit a Diglett and a Gyarados. The burst is therefore a
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-- FRACTION of the mon it belongs to: Stadium hands us each side's
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-- worldHeight and worldRadius (StadiumMon has them, and worldRadius exists
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-- precisely so "a caller can size something to its footprint"), and every
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-- distance below is measured off those.
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ShinyFx.LIFE = 0.75 -- seconds from spring to gone
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ShinyFx.STARS = 10 -- around the ring
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ShinyFx.CHEST_FRAC = 0.50 -- up the body: the ring is centred on the
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-- Pokemon, not perched above or below it
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ShinyFx.RISE_FRAC = 0.16 -- of its height, drifted up over the burst
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ShinyFx.SIZE_FRAC = 0.20 -- a star, as a fraction of the mon's height
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-- THE RING IS AN ELLIPSE AROUND THE SILHOUETTE, with its two axes measured
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-- separately. A single radius cannot do this: flattened enough to look like
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-- a ring seen from the battle's low seat, its vertical reach ends up a third
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-- of the body's height, so the top and bottom stars sit ON the Pokemon. The
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-- horizontal axis clears its width, the vertical axis clears its height.
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ShinyFx.RING_X_FRAC = 1.50 -- of the mon's RADIUS -- just outside its width
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ShinyFx.RING_X_MIN = 0.34 -- ...but never narrower than this of its height,
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-- for the thin ones (Onix, Ekans) whose radius
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-- alone would put the ring inside them
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ShinyFx.RING_Y_FRAC = 0.62 -- of its HEIGHT -- so the ring reaches its
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-- shoulders and its feet, not just its middle
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-- The burst OPENS from here rather than from nothing. Springing out of a
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-- point means every star spends the first frames stacked at the centre --
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-- which is the middle of the Pokemon, and reads exactly like the sparkles
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-- being stuck inside it. Starting already clear of the body and expanding
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-- the rest of the way keeps them outside for the whole life of the effect.
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ShinyFx.RING_START = 0.72
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-- What a side with no model gets: the flat-pic rung, where a pic stands
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-- FULL_W (16) units wide in a card. Close enough to a median Pokemon that
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-- the same fractions land sensibly.
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ShinyFx.DEFAULT_HEIGHT = 14
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ShinyFx.DEFAULT_RADIUS = 6
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-- Additive drawing keeps the depth TEST (Voxel3D.blend sets lequal with
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-- writes off), so a star level with the model is rejected by it however
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-- bright it is. The extra pull puts the ring in front of the Pokemon it
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-- belongs to, the same trick the move-animation card uses.
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ShinyFx.PULL_BONUS = 6
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-- one per side, nil when nothing is playing
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local live = { player = nil, enemy = nil }
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-- How big the Pokemon on each side actually is, pushed in by Stadium.update
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-- every frame it has a model. Kept here rather than reached for, because
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-- ShinyFx is drawn from BattleScene and asking Stadium from inside it would
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-- close a require loop between the three.
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local size = { player = nil, enemy = nil }
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-- world pixels, from StadiumMon:worldHeight/worldRadius. Pass nil height to
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-- say "no model on this side" -- the flat-pic rung, which falls back to the
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-- defaults above.
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function ShinyFx.setMetrics(side, height, radius)
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if side ~= "player" and side ~= "enemy" then return end
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if not (height and height > 0) then size[side] = nil return end
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size[side] = { h = height, r = radius or 0 }
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end
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local star = nil -- the generated star image, built once
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-- ------- the star
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--
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-- Generated rather than shipped: it is a four-pointed twinkle, which is a
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-- cheap closed form (a radial falloff times a cross-shaped spike term) and
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-- costs nothing next to an asset that would have to be authored, packed,
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-- loaded and kept in step with the rest of the mod's art.
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local function starImage()
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if star ~= nil then return star or nil end
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if not (love and love.image and love.graphics) then
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star = false
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return nil
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end
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local ok, img = pcall(function()
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local N = 32
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local data = love.image.newImageData(N, N)
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local c = (N - 1) / 2
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for y = 0, N - 1 do
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for x = 0, N - 1 do
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local dx, dy = (x - c) / c, (y - c) / c
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local r = math.sqrt(dx * dx + dy * dy)
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-- the body: a soft core that is gone by the edge of the square
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local core = math.max(0, 1 - r)
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core = core * core * core
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-- the spikes: bright along the two axes, narrow, and reaching
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-- further out than the core does
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local ax, ay = math.abs(dx), math.abs(dy)
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local spike = math.max(0, 1 - ax * 6) * math.max(0, 1 - ay)
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+ math.max(0, 1 - ay * 6) * math.max(0, 1 - ax)
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local a = math.min(1, core + spike * 0.55)
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-- white with the faintest warm cast, so a sparkle over a cool
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-- model still reads as light rather than as a blue smear
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data:setPixel(x, y, 1, 1, 0.97, a)
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end
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end
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return love.graphics.newImage(data)
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end)
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star = (ok and img) or false
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return star or nil
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end
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-- ------- arming
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-- Start (or restart) the burst on one side. Restarting rather than ignoring
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-- a second call is deliberate: a shiny that faints and is sent back out
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-- should sparkle again.
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function ShinyFx.arm(side)
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if side ~= "player" and side ~= "enemy" then return end
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live[side] = { t = 0 }
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end
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function ShinyFx.clear(side)
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if side then live[side] = nil else live.player, live.enemy = nil, nil end
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end
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function ShinyFx.active(side)
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if side then return live[side] ~= nil end
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return live.player ~= nil or live.enemy ~= nil
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end
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function ShinyFx.update(dt)
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dt = dt or 0
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for _, side in ipairs({ "player", "enemy" }) do
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local s = live[side]
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if s then
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s.t = s.t + dt
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if s.t >= ShinyFx.LIFE then live[side] = nil end
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end
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end
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end
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-- ------- drawing
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-- Eased so the ring leaves fast and settles, which is what a spark does;
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-- linear looks like a diagram of a spark.
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local function easeOut(u) return 1 - (1 - u) * (1 - u) end
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-- Draw whatever is playing. `arena` and `groundY` come from the scene, the
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-- same two the mon cards are placed from, so a sparkle lands where its
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-- Pokemon is standing rather than where the layout thinks it should be.
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-- Why a burst did not draw, for a driver to read back. Rendering faults are
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-- invisible to the test suite and this one has four separate ways to be a
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-- no-op, all of them silent.
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ShinyFx.debug = { calls = 0, noArena = 0, noImage = 0, noMesh = 0,
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noLive = 0, quads = 0 }
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function ShinyFx.draw(arena, groundY, pull)
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local dbg = ShinyFx.debug
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dbg.calls = dbg.calls + 1
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if not arena then dbg.noArena = dbg.noArena + 1 return end
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local img = starImage()
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if not img then dbg.noImage = dbg.noImage + 1 return end
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local mesh = BattleBillboard.mesh()
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if not mesh then dbg.noMesh = dbg.noMesh + 1 return end
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if not (live.player or live.enemy) then
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dbg.noLive = dbg.noLive + 1
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return
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end
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local drew = false
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for _, side in ipairs({ "player", "enemy" }) do
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local s = live[side]
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local cell = (side == "player") and arena.player or arena.enemy
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if s and cell then
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local u = math.min(1, s.t / ShinyFx.LIFE)
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local e = easeOut(u)
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-- bright immediately, then out: the announcement is the first frame
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local alpha = 1 - u * u
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local x, z = cell[1], cell[2]
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local yaw = BattleBillboard.yawToward(x, z, Voxel3D.eye)
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-- every distance measured off THIS Pokemon (see the header)
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local m = size[side]
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local mh = (m and m.h) or ShinyFx.DEFAULT_HEIGHT
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local mr = (m and m.r and m.r > 0 and m.r) or ShinyFx.DEFAULT_RADIUS
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local ringX = max(mr * ShinyFx.RING_X_FRAC, mh * ShinyFx.RING_X_MIN)
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local ringY = mh * ShinyFx.RING_Y_FRAC
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local starK = mh * ShinyFx.SIZE_FRAC
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-- open from clear of the body, not from a point (see RING_START)
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local grow = ShinyFx.RING_START + (1 - ShinyFx.RING_START) * e
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local baseY = groundY + mh * ShinyFx.CHEST_FRAC
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+ mh * ShinyFx.RISE_FRAC * e
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if not drew then
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Voxel3D.blend("add")
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Voxel3D.seams(false)
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Voxel3D.glass(false)
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drew = true
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end
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for i = 1, ShinyFx.STARS do
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-- the ring is offset half a step per side so the two sides do not
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-- twinkle in lockstep when both are shiny
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local a = (i / ShinyFx.STARS) * math.pi * 2
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+ (side == "player" and 0.31 or 0)
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-- stars shrink as they fade, and alternate size so the ring reads
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-- as scattered rather than as a cog
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local k = starK * (1 - u * 0.6) * ((i % 2 == 0) and 0.7 or 1)
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local ox = math.cos(a) * ringX * grow
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local oy = math.sin(a) * ringY * grow
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local m = Mat4.mul(
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Mat4.mul(Mat4.translate(x, baseY, z), Mat4.rotateY(yaw)),
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Mat4.mul(Mat4.translate(ox, oy, 0), Mat4.scale(k, k, 1)))
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love.graphics.setColor(1, 1, 1, alpha)
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Voxel3D.draw(mesh, img, m, (pull or 0) + ShinyFx.PULL_BONUS)
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dbg.quads = dbg.quads + 1
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end
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end
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end
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if drew then
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love.graphics.setColor(1, 1, 1, 1)
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Voxel3D.glass(true)
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Voxel3D.seams(true)
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Voxel3D.blend("alpha")
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end
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end
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-- Drop the generated image (hot reload, or a graphics context that went
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-- away) -- the same contract StadiumPack.invalidate honours.
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function ShinyFx.invalidate()
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if star and star.release then pcall(star.release, star) end
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star = nil
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ShinyFx.clear()
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end
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return ShinyFx
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