mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 00:02:23 +02:00
so many bugs i cannot even breathe
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+29
-1
@@ -42,6 +42,20 @@ function Player.new(data, cx, cy, facing)
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local ok, img = pcall(love.graphics.newImage, fx.shadow.path)
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self.shadowImg = ok and img or nil
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end
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-- FishingAnim (engine/overworld/player_animations.asm) patches tiles
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-- $02/$06/$0a -- the bottom tile row of each standing frame -- with
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-- RedFishingTiles before it parks the rod OAM, so the rod stroke meets a
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-- pair of hands instead of ending in mid air (#384)
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if fx then
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local function posePath(name)
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local def = fx[name]
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return def and def.path or nil
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end
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local pose = { down = posePath("redFishFront"), up = posePath("redFishBack") }
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pose.left = posePath("redFishSide")
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pose.right = pose.left -- the side pose mirrors like the sprite (OAM_XFLIP)
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if pose.down or pose.up or pose.left then self.fishTiles = pose end
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end
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self.cellX, self.cellY = cx, cy
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self.px, self.py = cx * 16, cy * 16
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self.facing = facing or "down"
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@@ -231,7 +245,10 @@ function Player:pose()
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py = py - math.floor((total - self.spinFrames) * 24 / total)
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end
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end
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local sprite = (self.surfing and self.surfSprite)
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-- RodResponse (engine/items/item_effects.asm) zeroes wWalkBikeSurfState
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-- across FishingAnim, so casting from the water shows the on-foot sheet
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local sprite = (self.fishing and self.sprite)
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or (self.surfing and self.surfSprite)
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or (self.onBike and self.bikeSprite) or self.sprite
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return sprite, self.px, py, facing, phase, flip, hopping
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end
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@@ -263,6 +280,17 @@ function Player:draw(camX, camY)
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love.graphics.draw(self.shadowImg, sx + 16, sy + 16, 0, -1, -1)
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end
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end
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-- Fishing pose: the standing frame with its bottom tile row swapped for
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-- RedFishingTiles, which is where the hands and the near half of the rod
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-- live; the far half is the rod OAM OverworldState draws (FishingRodOAM,
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-- engine/overworld/player_animations.asm) -- #384
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local fishTile = self.fishing and self.fishTiles and self.fishTiles[facing]
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if fishTile then
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sprite:draw(px, py, camX, camY, facing, 0, false, true)
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sprite:drawTile(fishTile, math.floor(px - camX),
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math.floor(py - camY) - 4 + 8, facing == "right")
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return
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end
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sprite:draw(px, py, camX, camY, facing, phase, flip)
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end
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