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https://github.com/bryanthaboi/gen1recomp.git
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CLOSES #407, CLOSES #408, CLOSES #409, CLOSES #410, CLOSES #411, CLOSES #417
This commit is contained in:
@@ -15,6 +15,7 @@
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-- UpdatePikachuHappinessAndMood (256-step coin-flip WALKING bump, mood
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-- converging by 1 per step toward 128).
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local Collision = require("src.world.Collision")
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local GameVersion = require("src.core.GameVersion")
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local PikachuFollower = {}
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@@ -140,6 +141,14 @@ local function makeFollower(game, ow, x, y, facing)
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npc.pikachuFollower = true
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npc.passable = true -- never blocks a step (Collision.occupied)
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npc.facing = facing or "down"
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-- the idle animations below pose the walk cycle with no step under it,
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-- which NPC:walkPhase (moving-only) cannot express. An instance field
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-- shadows the class method, so NPC:pose keeps working unchanged (#411).
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npc.walkPhase = function(self)
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local idle = self.idle
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if idle and idle.phase then return idle.phase % 2 end
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return NPC.walkPhase(self)
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end
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return npc
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end
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@@ -183,9 +192,157 @@ function PikachuFollower.onMapEntered(game, ow)
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ow.pikachuTrail = { x = ow.player.cellX, y = ow.player.cellY }
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end
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-- ---------------------------------------------------------------------
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-- Idle behavior (pikachu_follow.asm Func_fc803 and the Func_fc842 roll it
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-- hands off to). Standing still, the follower burns down a frame
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-- counter; at zero it either looks in a random direction (Random & $c,
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-- another $20 frames later) or, when the buffered follow command puts it
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-- two or more cells off the player (ComputePikachuFollowCommand's 5-8
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-- band), rolls one of four in-place animations: a bounce, the walk cycle
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-- on the spot, a two frame shuffle, or a clockwise spin. Func_fc82e
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-- drops whichever is running the moment the player takes a step. Nothing
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-- here plays a bubble or a cry -- those are TalkToPikachu's alone (#411).
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-- ---------------------------------------------------------------------
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local IDLE_LOOK = 0x20 -- Func_fc803's pause between random glances
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local IDLE_REST = 0x10 -- Func_fc835's pause after an animation ends
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local IDLE_FRAME = 8 -- frames per sprite frame in Func_fc8f8/92b/95d
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local FACINGS = { "down", "up", "left", "right" }
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-- Func_fc95d .Facings, the order the spin turns through
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local CLOCKWISE = { down = "left", left = "up", up = "right", right = "down" }
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-- Pointer_fc8d6, transposed to (dx, dy): the asm stores (y, x) and walks
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-- the table backwards as the $11 counter runs down, so entry N here is
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-- what counter N draws. A sway four pixels right then four left with the
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-- body bobbing up twice, netting zero displacement.
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local BOUNCE = {
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{ 0, 0 }, { -1, -2 }, { -2, -4 }, { -3, -2 }, { -4, 0 },
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{ -3, -2 }, { -2, -4 }, { -1, -2 }, { 0, 0 }, { 1, -2 },
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{ 2, -4 }, { 3, -2 }, { 4, 0 }, { 3, -2 }, { 2, -4 },
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{ 1, -2 }, { 0, 0 },
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}
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local function randomInt(a, b)
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local rand = love and love.math and love.math.random or math.random
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return rand(a, b)
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end
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-- back onto the cell's own pixels: while the follower stands, nothing else
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-- writes px/py, so the bounce offset has to be undone from here
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local function idleReset(npc)
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npc.idle = nil
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npc.px, npc.py = npc.cellX * 16, npc.cellY * 16
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end
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-- ComputePikachuFollowCommand: the command the idle state reads back is
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-- 1-4 while the follower sits within a cell of the player and 5-8 once it
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-- is two or more off, Y deciding whenever the rows differ. Returns the
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-- facing those 5-8 encode (Func_fc862 turns that way before it bounces),
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-- or nil for the near band, which only ever glances.
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local function strandedFacing(ow, npc)
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local p = ow.player
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local dy = p.cellY - npc.cellY
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if dy ~= 0 then
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if dy > -2 and dy < 2 then return nil end
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return dy > 0 and "down" or "up"
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end
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local dx = p.cellX - npc.cellX
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if dx > -2 and dx < 2 then return nil end
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return dx > 0 and "right" or "left"
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end
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-- Func_fc842: an even roll over the four PointerTable_fc85a entries
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local function startIdleAnim(npc, facing)
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local roll = randomInt(0, 3)
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if roll == 0 then
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-- Func_fc862 turns toward the player, then asm_fc87f bounces
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npc.facing = facing or npc.facing
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npc.idle = { kind = "bounce", frames = 0x11 }
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elseif roll == 1 then
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npc.idle = { kind = "walk", frames = 0x30, tick = 0, phase = 0 }
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elseif roll == 2 then
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npc.idle = { kind = "shuffle", frames = 0x20, tick = 0, phase = 0 }
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else
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npc.idle = { kind = "spin", frames = 0x20, tick = 0 }
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end
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end
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local function idleTick(ow, npc)
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-- Func_fc82e: a step in progress ends the idle state outright
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if ow.player.moving then idleReset(npc) return end
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local idle = npc.idle
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if not idle then
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idle = { kind = "wait", frames = IDLE_LOOK }
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npc.idle = idle
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end
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if idle.kind == "wait" then
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idle.frames = idle.frames - 1
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if idle.frames > 0 then return end
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local facing = strandedFacing(ow, npc)
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if facing then
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startIdleAnim(npc, facing)
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else
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npc.facing = FACINGS[randomInt(1, 4)]
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idle.frames = IDLE_LOOK
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end
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return
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end
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if idle.kind == "bounce" then
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local o = BOUNCE[idle.frames] or BOUNCE[1]
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npc.px = npc.cellX * 16 + o[1]
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npc.py = npc.cellY * 16 + o[2]
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else
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idle.tick = idle.tick + 1
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if idle.tick >= IDLE_FRAME then
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idle.tick = 0
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if idle.kind == "walk" then
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-- Func_fc8f8 runs the anim counter through all four frames; the
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-- top bit is the mirrored foot, which is our stepFlip
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idle.phase = (idle.phase + 1) % 4
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npc.stepFlip = idle.phase >= 2
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elseif idle.kind == "shuffle" then
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idle.phase = idle.phase == 0 and 1 or 0 -- Func_fc92b's xor $1
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else
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npc.facing = CLOCKWISE[npc.facing] or "down"
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end
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end
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end
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idle.frames = idle.frames - 1
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if idle.frames <= 0 then
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-- Func_fc835: a $10 frame rest, then the idle counter again
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idleReset(npc)
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npc.idle = { kind = "wait", frames = IDLE_REST }
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end
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end
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-- The cell ahead is a ledge the player just hopped (data/tilesets/
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-- ledge_tiles.asm, the same row match OverworldState:checkLedgeHop makes).
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-- The follower only ever retraces cells the player stood on, so a ledge
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-- tile in the trail means the player jumped it (#409).
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local function ledgeStep(game, ow, cx, cy, dir)
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local map = ow.map
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local d = Collision.DELTA[dir]
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local fx, fy = cx + d[1], cy + d[2]
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local lx, ly = cx + d[1] * 2, cy + d[2] * 2
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if not (map:inBounds(fx, fy) and map:inBounds(lx, ly)) then return false end
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local tileset = map.def.tileset
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local standing = map:cellTile(cx, cy)
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local front = map:cellTile(fx, fy)
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for _, ledge in ipairs(game.data.field.ledges or {}) do
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if (ledge.tileset or "OVERWORLD") == tileset
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and ledge.facing == dir and ledge.input == dir
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and ledge.standingTile == standing and ledge.ledgeTile == front then
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return true
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end
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end
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return false
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end
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-- one follow step per frame: chase the cell the player last vacated
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-- (pikachu_follow.asm keeps it one walk step behind)
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function PikachuFollower.update(game, ow)
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if ow.pikaHop then return end -- the counter hop owns the follower (#417)
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local npc = findFollower(ow)
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if not npc then
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if shouldSpawn(game, ow) then PikachuFollower.onMapEntered(game, ow) end
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@@ -201,15 +358,31 @@ function PikachuFollower.update(game, ow)
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trail = { x = p.cellX, y = p.cellY }
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ow.pikachuTrail = trail
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end
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-- the player left the trailing cell: it becomes Pikachu's next goal
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if p.cellX ~= trail.x or p.cellY ~= trail.y then
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-- The follow command is queued the frame the player COMMITS a step, not
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-- the frame it lands: home/overworld.asm .noCollision sets wWalkCounter
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-- and calls Func_fcc08 (pikachu_follow.asm Func_fcc42 reads the direction
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-- of the step just started) before AdvancePlayerSprite, so Pikachu walks
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-- into the cell the player is vacating during that same step and rests
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-- exactly one cell behind. Waiting for p.cellX to change put a whole
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-- extra step between them -- the two-tile gap of issue #410. targetX/Y
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-- is the committed destination while a step is in flight and nil when
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-- standing, so a warp or teleport still registers here (and the far > 6
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-- snap below still catches it).
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local destX = p.targetX or p.cellX
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local destY = p.targetY or p.cellY
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if destX ~= trail.x or destY ~= trail.y then
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npc.goalX, npc.goalY = trail.x, trail.y
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trail.x, trail.y = p.cellX, p.cellY
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trail.x, trail.y = destX, destY
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end
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if npc.moving or not npc.goalX then return end
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-- standing still with nothing to chase is the idle state (Func_fc803);
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-- once a step is under way NPC:update owns px/py, so only the idle
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-- record is dropped here -- never the interpolated pixels
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if npc.moving then npc.idle = nil return end
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if not npc.goalX then idleTick(ow, npc) return end
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local gx, gy = npc.goalX, npc.goalY
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if npc.cellX == gx and npc.cellY == gy then
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npc.goalX, npc.goalY = nil, nil
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idleTick(ow, npc)
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return
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end
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-- fell more than a screen behind (forced movement, warp math): snap
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@@ -218,8 +391,10 @@ function PikachuFollower.update(game, ow)
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npc.cellX, npc.cellY = gx, gy
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npc.px, npc.py = gx * 16, gy * 16
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npc.goalX, npc.goalY = nil, nil
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npc.idle = nil -- the snap already rewrote px/py
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return
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end
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idleReset(npc) -- a real step overrides whatever the idle pose was
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local dir
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if npc.cellX < gx then dir = "right"
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elseif npc.cellX > gx then dir = "left"
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@@ -228,15 +403,44 @@ function PikachuFollower.update(game, ow)
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npc.facing = dir
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npc.targetX = npc.cellX + (dir == "right" and 1 or dir == "left" and -1 or 0)
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npc.targetY = npc.cellY + (dir == "down" and 1 or dir == "up" and -1 or 0)
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-- the cell ahead is the ledge the player hopped: clear both cells in one
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-- step instead of stopping on the ledge (#409). pikachu_follow.asm
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-- Func_fcc08 appends the $5-$8 hop commands while BIT_LEDGE_OR_FISHING
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-- is set, and Func_fca0a runs them as two AddPikachuStepVector cells over
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-- one normal step's frames -- no arc and no shadow, the hop command only
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-- doubles the step vector (NPC:update's hopStep span).
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if ledgeStep(game, ow, npc.cellX, npc.cellY, dir) then
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local d = Collision.DELTA[dir]
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npc.targetX, npc.targetY = npc.cellX + d[1] * 2, npc.cellY + d[2] * 2
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npc.goalX, npc.goalY = npc.targetX, npc.targetY
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npc.hopStep = true
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end
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-- walk at the player's own step length (the bicycle is moot: shouldSpawn
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-- hides the follower on a bike, ShouldPikachuSpawn's wWalkBikeSurfState
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-- check), and halve it while more than one cell behind -- that is
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-- FastPikachuFollow, which pikachu_follow.asm picks whenever two or more
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-- steps are queued (AreThereAtLeastTwoStepsInPikachuFollowCommandBuffer:
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-- walk counter $4 instead of NormalPikachuFollow's $8).
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local stepLen = p.stepFramesCur or p.stepFrames or 16
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if far > 1 then stepLen = math.max(1, math.floor(stepLen / 2)) end
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npc.stepFrames = stepLen
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npc.moving = true
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npc.progress = 0
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-- this frame's npc:update loop already ran (OverworldState:update walks
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-- self.npcs, then calls here), so burn the step's first frame now.
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-- Without it the step costs a frame more than the player's and Pikachu
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-- trails a pixel further every tile.
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npc:update(ow.map, ow.entities)
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end
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-- ---------------------------------------------------------------------
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-- TalkToPikachu (engine/pikachu/pikachu_emotions.asm + data/pikachu/
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-- pikachu_emotions.asm): pick a scripted emotion, then play its bubble
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-- and voiced PCM clip. The face-pic animation half of each emotion
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-- (pikaemotion_pikapic) has no port; the bubble + clip carry the beat.
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-- and voiced PCM clip, and raise the framed Pikachu picture the original
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-- puts over the map (pikaemotion_pikapic -> pikachu_pic_animation.asm
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-- PlacePikapicTextBoxBorder), drawn by OverworldController:drawUI. The
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-- per-emotion animation frames (gfx/pikachu/unknown_*) are not extracted,
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-- so the front pic stands in for all twenty of them (#407).
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-- ---------------------------------------------------------------------
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-- PikachuEmotionTable, reduced to each entry's bubble + pikaemotion_pcm
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@@ -340,6 +544,20 @@ local function bubbleIndex(game, name)
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end
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function PikachuFollower.talk(game, ow, npc, done)
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-- pikachu_follow.asm steps the follower on the player's own walk clock,
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-- so it is never mid-tile while the player stands and can always be
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-- addressed; this port's follow is a frame late, so land the step here
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-- rather than answer from between two cells (#407). The emote hold
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-- returns before the npc update loop, so a follower left mid-step would
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-- freeze between cells for the whole beat.
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if npc.moving then
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npc.cellX, npc.cellY = npc.targetX or npc.cellX, npc.targetY or npc.cellY
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npc.targetX, npc.targetY = nil, nil
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npc.moving = false
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npc.progress = 0
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npc.hopStep = nil
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end
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idleReset(npc) -- the bubble anchor reads px/py, and the hold freezes it
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npc:facePlayer(ow.player)
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ow.player.facing = OPPOSITE[npc.facing] or ow.player.facing
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local save = game.save
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@@ -357,12 +575,97 @@ function PikachuFollower.talk(game, ow, npc, done)
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-- caches built before the Yellow bubble sheet only carry the three
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-- shared bubbles; a missing crop degrades to a silent hold
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local bi = e.bubble and bubbleIndex(game, e.bubble)
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-- pikaemotion_pikapic: every entry in data/pikachu/pikachu_emotions.asm
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-- ends with one, and its box is the only thing most of them put on
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-- screen (emotion 5, the fresh-save cell, has no bubble at all). The
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-- 40x40 front pic is the size of PikaAnimTilemap_1's 5x5 base frame;
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-- Sprites.path keeps a mod's replacement skin in play. The scripts'
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-- 32-58 frame durations bracket the hold below, so it stays at 50.
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local Sprites = require("src.pokemon.Sprites")
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local pic = Sprites.path(game.data, "PIKACHU", "front",
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{ kind = "overworld" })
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ow.emote = {
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npc = npc, frames = 50, bubble = bi or false,
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npc = npc, frames = 50, bubble = bi or false, pikaPic = pic,
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onDone = done,
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}
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end
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-- ---------------------------------------------------------------------
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-- PikachuWalksToNurseJoy (engine/pikachu/pikachu_emotions.asm, run by
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-- engine/events/pokecenter.asm once the heal is accepted): the companion
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-- looks up ($36) and hops onto the Poke Center counter. The original
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-- picks one of three movement scripts by where it stands -- below the
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-- player (.PikaMovementData1: walk up left, hop up right), left of it
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-- (.PikaMovementData2: hop up right) or right of it (.PikaMovementData3:
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-- hop up left) -- and all three land on the counter tile directly in
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-- front of the player, so the port animates that one hop. Pikachu
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-- already above the player yields zero movement bytes: no beat (#417).
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-- ---------------------------------------------------------------------
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local HOP_FRAMES = 32 -- the port's ledge-hop arc (Player:pose hopTotal)
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function PikachuFollower.hopToCounter(ow, done)
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local npc = GameVersion.isYellow() and findFollower(ow) or nil
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local p = ow.player
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local cx, cy = p:facingCell()
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-- the nurse is talked to across a counter tile (OverworldState:interact);
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-- anything else is the .pikachu_above_player no-op path
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if not npc or p.facing ~= "up" or not ow.map:isCounterCell(cx, cy) then
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if done then done() end
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return
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end
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npc.goalX, npc.goalY = nil, nil
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npc.targetX, npc.targetY = nil, nil
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npc.moving, npc.progress, npc.hopStep = false, 0, nil
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npc.idle = nil
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npc.facing = "up" -- $36, look up
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ow.pikaHop = {
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npc = npc, frames = 0, cellX = cx, cellY = cy, onDone = done,
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fromX = npc.px, fromY = npc.py, toX = cx * 16, toY = cy * 16,
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}
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end
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-- One frame of that hop. OverworldState:update holds the world for it the
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-- way it holds for the heal machine (only the top state updates, so this
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-- has to sit between the two text boxes); the arc matches Player:pose's
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-- ledge hop -- a 10px sine over 32 frames.
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function PikachuFollower.updateHop(ow)
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local h = ow.pikaHop
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if not h then return end
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h.frames = h.frames + 1
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local t = math.min(1, h.frames / HOP_FRAMES)
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h.npc.px = h.fromX + (h.toX - h.fromX) * t
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h.npc.py = h.fromY + (h.toY - h.fromY) * t
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- math.floor(10 * math.sin(t * math.pi) + 0.5)
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if h.frames < HOP_FRAMES then return end
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h.npc.cellX, h.npc.cellY = h.cellX, h.cellY
|
||||
h.npc.px, h.npc.py = h.toX, h.toY
|
||||
ow.pikaHop = nil
|
||||
-- the player has not moved, so the trail restarts under his feet and the
|
||||
-- follower only steps back off the counter once he walks away
|
||||
ow.pikachuTrail = { x = ow.player.cellX, y = ow.player.cellY }
|
||||
if h.onDone then h.onDone() end
|
||||
end
|
||||
|
||||
-- Disable/EnablePikachuOverworldSpriteDrawing around the healing machine
|
||||
-- (engine/events/pokecenter.asm): Pikachu goes behind the counter with the
|
||||
-- party and comes back standing on it, facing the player -- the respawn is
|
||||
-- wPikachuSpawnState = 5, which is .above_player in pikachu_follow.asm,
|
||||
-- followed by `lb bc, 15, 0` (sprite struct 15 is Pikachu, image index 0
|
||||
-- is facing down). ow.entities is the draw list and ow.npcs the update
|
||||
-- list, so dropping it from entities alone hides it in place (#417).
|
||||
function PikachuFollower.setVisible(ow, visible)
|
||||
local npc = findFollower(ow)
|
||||
if not npc then return end
|
||||
for i, e in ipairs(ow.entities or {}) do
|
||||
if e == npc then table.remove(ow.entities, i) break end
|
||||
end
|
||||
if visible then
|
||||
npc.facing = "down"
|
||||
table.insert(ow.entities, npc)
|
||||
end
|
||||
end
|
||||
|
||||
-- npc the player is facing, when it is the follower (interact hook)
|
||||
function PikachuFollower.at(ow, cx, cy)
|
||||
local npc = findFollower(ow)
|
||||
|
||||
Reference in New Issue
Block a user