The new experience (#201)

* new launcher and save converts and pipeline

* fixing bugs
This commit is contained in:
bryanthaboi
2026-07-25 12:36:53 -04:00
committed by GitHub
parent 6625391f76
commit 3069b2e2a9
135 changed files with 16596 additions and 1508 deletions
+330 -159
View File
@@ -173,6 +173,14 @@ local function grayImage(img)
return getImage(meta.path) or img
end
-- the asset path a loaded battle image came from (nil for the headless
-- stub images), so the battle_sprite_scales registry can be looked up by
-- the same path data references
local function imagePathOf(img)
local m = imageMeta[img]
return m and m.path
end
-- the image a battler pic actually draws with this frame
function BattleState:picImage(img)
if self.grayPics then return grayImage(img) end
@@ -267,6 +275,10 @@ local function makeBattler(data, mon, isPlayer, save)
badgeBoosts = badgeBoosts,
statuses = data.statuses,
shownHP = mon.hp, -- the HP the bar displays (UpdateHPBar drain)
-- HUD status label (DrawHUDsAndHPBars); mon.status can land mid-move
-- while the tilemap still shows the prior condition until the next
-- post-action HUD refresh (core.asm after Execute*Move)
shownStatus = mon.status,
stages = {},
-- volatile state; Transform/Conversion/Mimic override the cur* fields
curStats = mon.stats,
@@ -548,6 +560,12 @@ function BattleState:say(text)
table.insert(self.queue, { text = text })
end
-- Message that opens YES/NO once typed out, keeping the text visible
-- underneath (pokered `done` + TWO_OPTION_MENU / TextBox opts.choice).
function BattleState:sayChoice(text, onChoose)
table.insert(self.queue, { text = text, choice = onChoose })
end
function BattleState:act(fn)
table.insert(self.queue, { fn = fn })
end
@@ -808,8 +826,24 @@ function BattleState:updateQueue()
if self.charIndex < self.total then
self.charIndex = math.min(self.total, self.charIndex + 2)
else
local item = self.current
-- TrainerAboutToUseText ends in `done` then DisplayTextBoxID: YES/NO
-- overlays the still-visible "Will … change POKéMON?" page.
if item and item.choice and not item.choiceOpen then
item.choiceOpen = true
self.waitingUI = true
local ChoiceBox = require("src.ui.ChoiceBox")
local battle = self
self.game.stack:push(ChoiceBox.new(self.game, function(yes)
local fn = item.choice
battle.current = nil
fn(yes)
end))
return true
end
local input = self.game.input
if input:wasPressed("a") or input:wasPressed("b") then
if not (item and item.choice)
and (input:wasPressed("a") or input:wasPressed("b")) then
self.current = nil
end
end
@@ -1060,11 +1094,14 @@ function BattleState:update(dt)
self:updateFx()
local input = self.game.input
-- safety net: HP changed outside a queued drain (level-up heals,
-- field effects) snaps once the queue is idle
-- safety net: HP/status changed outside a queued drain (level-up heals,
-- field effects, bag cures) snaps once the queue is idle
if self.phase == "menu" then
for _, b in ipairs({ self.player, self.enemy }) do
if b and b.shownHP then b.shownHP = b.mon.hp end
if b then
if b.shownHP then b.shownHP = b.mon.hp end
b.shownStatus = b.mon.status
end
end
end
@@ -2145,90 +2182,105 @@ end
-- move execution pipeline
-- ---------------------------------------------------------------------
-- Mirror DrawHUDsAndHPBars: reveal mon.status on the HUD only after the
-- current action's queued anim/text have played (PoisonEffect sets the
-- bit before PlayCurrentMoveAnimation2 + PrintText, but the HUD redraw
-- waits until after Execute*Move returns).
function BattleState:syncShownStatus()
for _, b in ipairs({ self.player, self.enemy }) do
if b then b.shownStatus = b.mon.status end
end
end
function BattleState:executeAction(user, target, action)
if user.mon.hp <= 0 or target.mon.hp <= 0 then return end
if not action then return end
-- ghost battles: the ghost never attacks; its whole turn is the
-- GetOutText (ExecuteEnemyMove -> PrintGhostText, core.asm:5462-5463)
if self.ghost and not user.isPlayer then
self:sayNext(self.data.text._GetOutText or "GHOST: Get out...\nGet out...")
return
end
-- refresh the held-in-place mirror before the status checks (see
-- lockedAction): the victim is held exactly while the opponent's
-- trapping bit is set -- including a counter sitting at 0 until the
-- end-of-turn CheckNumAttacksLeft clear
user.boundTurns = target.trappingTurns
and math.max(1, target.trappingTurns) or nil
-- trainer class AI actions (engine/battle/trainer_ai.asm)
if action.special == "aiItem" then
self.aiUses = (self.aiUses or 1) - 1
for _, m in ipairs(TrainerAI.useItem(self, action.item)) do
self:sayNext(prefixEnemy(m, self.enemy))
end
self:drainNext()
require("src.core.Sound").play(self.data, "Heal_Ailment")
return
end
if action.special == "aiSwitch" then
self.aiUses = (self.aiUses or 1) - 1
local previous = self.enemy
local oldName = self.enemy.name
self.enemyIndex = action.index
self.enemy = makeBattler(self.data, self.enemyParty[action.index], false)
-- EnemySendOutFirstMon (core.asm:1314-1315): clears player's trap
clearTrapping(self.player)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[2], battler = self.enemy,
previous = previous,
})
self.aiUses = self:aiUsesFor()
markSeen(self.game, self.enemy.mon.species)
-- _AIBattleWithdrawText: "X with-/drew Y!"
self:sayNext(("%s with-\ndrew %s!"):format(self.trainer.name, oldName))
self:sayNext(("%s sent\nout %s!"):format(self.trainer.name, self.enemy.name))
return
end
-- special locked actions. All of them still run the status gauntlet:
-- CheckPlayerStatusConditions (core.asm:3328-3583) evaluates sleep ->
-- freeze -> held-in-place -> flinch -> recharge -> disable tick ->
-- confusion -> paralysis BEFORE the bide/thrash/trapping handling.
if action.special == "recharge" then
-- only reaching .HyperBeamCheck consumes the flag (core.asm:3384-
-- 3392): sleep/freeze/held/flinch keep the mon recharging next turn
if self:preRechargeChecks(user, target) then return end
user.mustRecharge = nil
self:sayNext(("%s\nmust recharge!"):format(displayName(user)))
return
end
if action.special == "bound" then
if not target.trappingTurns then
-- the trap ended earlier this turn: the CANNOT_MOVE selection is
-- simply lost (ExecutePlayerMove returns immediately on $ff)
local function run()
-- ghost battles: the ghost never attacks; its whole turn is the
-- GetOutText (ExecuteEnemyMove -> PrintGhostText, core.asm:5462-5463)
if self.ghost and not user.isPlayer then
self:sayNext(self.data.text._GetOutText or "GHOST: Get out...\nGet out...")
return
end
-- sleep/freeze take precedence over the held-in-place message
if self:statusInterrupt(user, target) then return end
return
end
if action.special == "trapping" then
if self:statusInterrupt(user, target) then return end
self:continueTrapping(user, target)
return
end
if action.special == "bide" then
if self:statusInterrupt(user, target) then return end
self:continueBide(user, target)
return
end
if self:statusInterrupt(user, target) then return end
self:performMove(user, target, action, false)
-- refresh the held-in-place mirror before the status checks (see
-- lockedAction): the victim is held exactly while the opponent's
-- trapping bit is set -- including a counter sitting at 0 until the
-- end-of-turn CheckNumAttacksLeft clear
user.boundTurns = target.trappingTurns
and math.max(1, target.trappingTurns) or nil
-- trainer class AI actions (engine/battle/trainer_ai.asm)
if action.special == "aiItem" then
self.aiUses = (self.aiUses or 1) - 1
for _, m in ipairs(TrainerAI.useItem(self, action.item)) do
self:sayNext(prefixEnemy(m, self.enemy))
end
self:drainNext()
require("src.core.Sound").play(self.data, "Heal_Ailment")
return
end
if action.special == "aiSwitch" then
self.aiUses = (self.aiUses or 1) - 1
local previous = self.enemy
local oldName = self.enemy.name
self.enemyIndex = action.index
self.enemy = makeBattler(self.data, self.enemyParty[action.index], false)
-- EnemySendOutFirstMon (core.asm:1314-1315): clears player's trap
clearTrapping(self.player)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[2], battler = self.enemy,
previous = previous,
})
self.aiUses = self:aiUsesFor()
markSeen(self.game, self.enemy.mon.species)
-- _AIBattleWithdrawText: "X with-/drew Y!"
self:sayNext(("%s with-\ndrew %s!"):format(self.trainer.name, oldName))
self:sayNext(("%s sent\nout %s!"):format(self.trainer.name, self.enemy.name))
return
end
-- special locked actions. All of them still run the status gauntlet:
-- CheckPlayerStatusConditions (core.asm:3328-3583) evaluates sleep ->
-- freeze -> held-in-place -> flinch -> recharge -> disable tick ->
-- confusion -> paralysis BEFORE the bide/thrash/trapping handling.
if action.special == "recharge" then
-- only reaching .HyperBeamCheck consumes the flag (core.asm:3384-
-- 3392): sleep/freeze/held/flinch keep the mon recharging next turn
if self:preRechargeChecks(user, target) then return end
user.mustRecharge = nil
self:sayNext(("%s\nmust recharge!"):format(displayName(user)))
return
end
if action.special == "bound" then
if not target.trappingTurns then
-- the trap ended earlier this turn: the CANNOT_MOVE selection is
-- simply lost (ExecutePlayerMove returns immediately on $ff)
return
end
-- sleep/freeze take precedence over the held-in-place message
if self:statusInterrupt(user, target) then return end
return
end
if action.special == "trapping" then
if self:statusInterrupt(user, target) then return end
self:continueTrapping(user, target)
return
end
if action.special == "bide" then
if self:statusInterrupt(user, target) then return end
self:continueBide(user, target)
return
end
if self:statusInterrupt(user, target) then return end
self:performMove(user, target, action, false)
end
run()
-- after announce/anim/effect text (pokered DrawHUDsAndHPBars)
self:actNext(function() self:syncShownStatus() end)
end
-- Sleep / confusion onomatopoeia from Check*StatusConditions
@@ -2724,51 +2776,37 @@ function BattleState:enemyMonFainted()
end
if nextIndex then
self.enemyIndex = nextIndex
-- SHIFT battle style (the default): announce the next mon and
-- offer a free switch (SET skips the prompt)
-- EnemySendOutFirstMon (core.asm:1366-1443): SHIFT offers a free
-- switch when party count > 1, the active mon is alive, and the
-- battle-style bit is clear. pokered counts party slots (not
-- remaining HP); SET / single-mon / fainted active skip the prompt.
local nextMon = self.enemyParty[self.enemyIndex]
local nextName = nextMon.nickname or self.data.pokemon[nextMon.species].name
local style = (self.game.save.options or {}).battleStyle or "shift"
local healthy = 0
for _, mon in ipairs(self.game.save.party) do
if mon.hp > 0 then healthy = healthy + 1 end
end
if style ~= "set" and healthy > 1 and self.player.mon.hp > 0 then
self:say(("%s is\nabout to use\n%s!"):format(self.trainer.name, nextName))
self:say(("Will %s\nchange POKéMON?"):format(self.game.save.player.name))
local game = self.game
self:ui(function()
local ChoiceBox = require("src.ui.ChoiceBox")
return ChoiceBox.new(game, function(yes)
local style = tostring((self.game.save.options or {}).battleStyle or "shift")
:lower()
local partyCount = #self.game.save.party
-- SwitchPlayerMon runs AFTER TrainerSentOutText (core.asm:1436-1443)
local shiftSwitchMon = nil
if style ~= "set" and partyCount > 1 and self.player.mon.hp > 0 then
-- _TrainerAboutToUseText: "X is" / "about to use" then cont nick,
-- then para "Will PLAYER" / "change POKéMON?" with YES/NO.
self:say(("%s is\nabout to use"):format(self.trainer.name))
self:say(("%s!"):format(nextName))
self:sayChoice(
("Will %s\nchange POKéMON?"):format(self.game.save.player.name),
function(yes)
if not yes then return end
local game = self.game
Screens.push(game, "PartyMenu", {
battle = self,
forceSwitch = true,
onSwitch = function(mon)
if mon ~= self.player.mon and mon.hp > 0 then
local previous = self.player
self.player = makeBattler(self.data, mon, true, game.save)
clearTrapping(self.enemy) -- SendOutMon clears foe trap
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[1],
battler = self.player, previous = previous,
})
self:markParticipant()
self.nextInsert = 0
self.sendingOut = true
self:sayNext(self:sendOutText(self.player.name))
self:animNext("POOF_ANIM", false)
self:actNext(function()
self.sendingOut = false
-- SendOutMon (core.asm:1757-1762): poof, then the grow-in
self:startGrowIn(self.player)
require("src.core.Sound").playCry(self.data, self.player.mon.species)
end)
shiftSwitchMon = mon
end
end,
})
end)
end)
end
self:act(function()
local previous = self.enemy
@@ -2797,6 +2835,29 @@ function BattleState:enemyMonFainted()
end)
end)
end)
-- SwitchPlayerMon after the enemy is out (core.asm:1436-1443)
self:act(function()
local mon = shiftSwitchMon
if not mon then return end
local previous = self.player
self.player = makeBattler(self.data, mon, true, self.game.save)
clearTrapping(self.enemy)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[1],
battler = self.player, previous = previous,
})
self:markParticipant()
self.nextInsert = 0
self.sendingOut = true
self:sayNext(self:sendOutText(self.player.name))
self:animNext("POOF_ANIM", false)
self:actNext(function()
self.sendingOut = false
self:startGrowIn(self.player)
require("src.core.Sound").playCry(self.data, self.player.mon.species)
end)
end)
return
end
local prize = (self.trainer.baseMoney or 0) * self.enemy.mon.level
@@ -2920,6 +2981,8 @@ function BattleState:openReplacementMenu()
self:ui(function()
return self:buildScreen("PartyMenu", {
battle = self,
-- ChooseNextMon: pick immediately (no SWITCH/STATS/CANCEL)
forceSwitch = true,
onSwitch = function(mon)
if mon.hp <= 0 then
self:say("There's no will\nto fight!")
@@ -3130,6 +3193,9 @@ end
-- called by BagMenu after an item is used in battle (consumes the turn)
function BattleState:itemUsed(messages)
-- bag cures clear mon.status before the message UI; refresh the HUD
-- once control returns (pokered DrawHUDsAndHPBars after item use)
self:syncShownStatus()
for _, m in ipairs(messages or {}) do self:say(m) end
table.insert(self.queue, { drain = true }) -- potions animate the bar
self:act(function()
@@ -3151,10 +3217,39 @@ function BattleState:ballMissMessage(shakes)
return t._ItemUseBallText04 or "Shoot! It was so\nclose too!"
end
-- AskName (engine/menus/naming_screen.asm): ClearSprites, wild field blank,
-- PrintText, YES/NO while text stays (TextBox opts.choice). Shared by party
-- AddPartyMon and SendNewMonToBox (#172).
function BattleState:askNicknameUI(mon, displayName)
local game = self.game
self.lockedBall = nil
self.blankForAskName = true
local TextBox = require("src.render.TextBox")
local text = ("Do you want to\ngive a nickname\nto %s?"):format(displayName)
local label = game.data.text and game.data.text._DoYouWantToNicknameText
if label then
-- extractor CONT is \t; TextBox scrolls on \n/\v
text = label:gsub("\t", "\n"):gsub("{RAM:?[%w_]*}", displayName)
end
return TextBox.new(game, text, nil, {
choice = function(yes)
self.blankForAskName = false
if not yes then return end
pcall(Screens.push, game, "NamingScreen", {
title = "NICKNAME?", maxLen = 10,
onDone = function(name)
if name and #name > 0 then mon.nickname = name end
end,
})
end,
})
end
-- The caught mon joins the party or a PC box (ItemUseBall .captured,
-- item_effects.asm:518-566): the caught text, then for a NEW species
-- "New POKéDEX data will be added" + the dex entry page, then the
-- party add (with the nickname ask) or the PC transfer text.
-- "New POKéDEX data will be added" + the dex entry page, then
-- AddPartyMon or SendNewMonToBox (both call AskName), then the PC
-- transfer text when the party was full.
function BattleState:storeCaughtMon()
-- ItemUseBall reloads the caught mon via LoadEnemyMonData
-- (item_effects.asm:472-501), regenerating its move list from the
@@ -3174,31 +3269,20 @@ function BattleState:storeCaughtMon()
return self:buildScreen("DexEntryMenu", species)
end)
end
if Party.add(game.save.party, self.enemy.mon) then
-- nickname prompt (AskName runs inside AddPartyMon; box mons are
-- never offered a nickname)
local function askCaughtNickname()
local caught = self.enemy.mon
local enemyName = self.enemy.name
self:uiNext(function()
local ChoiceBox = require("src.ui.ChoiceBox")
local TextBox = require("src.render.TextBox")
return TextBox.new(game, ("Do you want to\ngive a nickname\nto %s?")
:format(enemyName), function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then return end
pcall(Screens.push, game, "NamingScreen", {
title = "NICKNAME?", maxLen = 10,
onDone = function(name)
if name and #name > 0 then caught.nickname = name end
end,
})
end))
end)
return self:askNicknameUI(caught, enemyName)
end)
end
if Party.add(game.save.party, self.enemy.mon) then
askCaughtNickname()
else
destination = "box"
local boxNum = require("src.pokemon.Boxes").deposit(game.save, self.enemy.mon)
if boxNum then
askCaughtNickname()
-- _ItemUseBallText07/08 keyed on EVENT_MET_BILL
local pc = (game.save.flags and game.save.flags.EVENT_MET_BILL)
and "BILL's PC" or "someone's PC"
@@ -3449,12 +3533,15 @@ function BattleState:fxFaintActive(battler)
and fx.faint.frames > 0 or false
end
-- vertical slide offset for a fainting battler (the player's pic is
-- drawn 2x, so it slides 2x as fast to sink at the same visual rate)
function BattleState:fxFaintOffset(battler)
-- vertical slide offset for a fainting battler. The offset is in screen
-- pixels, so it scales with the pic's draw scale (the player's default 2x
-- sinks 2x as fast to sink at the same visual rate); a mod scale composes
-- the same way. scale defaults to the vanilla side scale when unknown.
function BattleState:fxFaintOffset(battler, scale)
local fx = self.fx
if self:fxFaintActive(battler) then
return (30 - fx.faint.frames) * 2 * (battler.isPlayer and 2 or 1)
scale = scale or (battler.isPlayer and 2 or 1)
return (30 - fx.faint.frames) * 2 * scale
end
return 0
end
@@ -3550,7 +3637,7 @@ function BattleState:drawBattlerPic(battler, x, y, scale)
return
end
if self:fxFaintActive(battler) then
local off = self:fxFaintOffset(battler)
local off = self:fxFaintOffset(battler, scale)
local visible = img:getHeight() - math.floor(off / scale)
if visible > 0 then
local quad = love.graphics.newQuad(0, 0, img:getWidth(), visible,
@@ -3847,6 +3934,63 @@ function BattleState:drawAnimLayer(colorized)
end
end
-- ------------------------------------------------------------------
-- Mod-facing battle sprite scaling. The enemy front pic draws at 1x and
-- the player back pic at 2x on the GB; a mod can override either per
-- species (pokemon.battleScaleFront / battleScaleBack) or per image path
-- (the battle_sprite_scales registry, which is the only handle on the
-- non-species pics like the trainer back). These resolvers and the
-- placement math are pure (no love.*) so the grounding contract -- feet
-- pinned at any scale -- is unit-tested directly.
-- ------------------------------------------------------------------
-- the vanilla scale for a side: enemy front 1x, player back 2x
BattleState.BATTLE_SCALE_DEFAULT = { front = 1, back = 2 }
-- image-level override for an asset path, or nil. scales is the merged
-- data.battle_sprite_scales table (record id -> { path, scale }).
function BattleState.imageBattleScale(scales, path)
if not scales or not path then return nil end
for id, rec in pairs(scales) do
if id ~= "_owners" and type(rec) == "table" and rec.path == path then
return rec.scale
end
end
return nil
end
-- effective battle scale for a pic: image-level override, else the
-- species-level override for the side, else the side default. side is
-- "front" (enemy) or "back" (player); species may be nil (a non-species
-- pic like the trainer back, which only image-level scaling reaches).
function BattleState.resolveBattleScale(data, side, path, species)
local img = data and BattleState.imageBattleScale(data.battle_sprite_scales, path)
if img then return img end
local def = species and data and data.pokemon and data.pokemon[species]
local field = side == "back" and "battleScaleBack" or "battleScaleFront"
local override = def and def[field]
if override then return override end
return BattleState.BATTLE_SCALE_DEFAULT[side] or 1
end
-- Player (back) placement: feet flush on the text-box top (y=96) at any
-- scale, with the left transparent columns pulled back so opaque pixels
-- land where hardware's white-on-white columns left them. Returns the
-- top-left x, y and the scale (slide/shake offsets are added by the
-- caller). Feet stay at 96 for every scale: y + (h - pad) * scale == 96.
function BattleState.backPlacement(w, h, pad, padL, scale)
return 8 - padL * scale, 96 - (h - pad) * scale, scale
end
-- Enemy (front) placement: given the s=1 slot origin (ex, ey) from the
-- 7x7 tile layout, keep the bottom edge and horizontal centre pinned as
-- the pic scales -- the same compensation AnimateSendingOutMon's grow
-- uses. Returns top-left x, y and the scale. The bottom edge stays put
-- for every scale: y + h * scale == ey + h.
function BattleState.frontPlacement(ex, ey, w, h, scale)
return ex + w * (1 - scale) / 2, ey + h * (1 - scale), scale
end
-- Front/trainer pics: LoadUncompressedSpriteData centers the sprite in
-- a 7x7 tile buffer, then CopyUncompressedPicToTilemap places that
-- buffer at hlcoord 12,0. Horizontal pad is floor((8-w)/2) tiles;
@@ -3890,16 +4034,23 @@ function BattleState:drawPicsLayer(slide, sx, sy)
local img = self:picImage(self.enemy.sprite)
love.graphics.setColor(1, 1, 1, 1)
local ex, ey = enemyPicXY(img, slide, sx, sy)
local s = BattleState.resolveBattleScale(self.data, "front",
imagePathOf(img), self.enemy.mon and self.enemy.mon.species)
local gs = self:growInScale(self.enemy)
if gs then
-- AnimateSendingOutMon: the downscaled pic keeps its bottom edge
-- and horizontal center pinned to the mon's slot while it grows
if gs > 0 then
love.graphics.draw(img, ex + img:getWidth() * (1 - gs) / 2,
ey + img:getHeight() * (1 - gs), 0, gs, gs)
-- and horizontal center pinned to the mon's slot while it grows --
-- the mod scale composes multiplicatively with the grow stage
local eff = s * gs
if eff > 0 then
local dx, dy = BattleState.frontPlacement(ex, ey,
img:getWidth(), img:getHeight(), eff)
love.graphics.draw(img, dx, dy, 0, eff, eff)
end
else
self:drawBattlerPic(self.enemy, ex, ey, 1)
local dx, dy = BattleState.frontPlacement(ex, ey,
img:getWidth(), img:getHeight(), s)
self:drawBattlerPic(self.enemy, dx, dy, s)
end
end
@@ -3913,9 +4064,14 @@ function BattleState:drawPicsLayer(slide, sx, sy)
local img = self:picImage(self.playerBackPic)
local pad = imagePadBottom[self.playerBackPic] or 0
local padL = imagePadLeft[self.playerBackPic] or 0
-- the trainer back is a bare pic, not species-keyed, so only an
-- image-level battle_sprite_scales entry can rescale it
local s = BattleState.resolveBattleScale(self.data, "back",
imagePathOf(self.playerBackPic), nil)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(img, 8 - padL * 2 + slide + sx,
96 - (img:getHeight() - pad) * 2 + sy, 0, 2, 2)
local dx, dy = BattleState.backPlacement(img:getWidth(), img:getHeight(),
pad, padL, s)
love.graphics.draw(img, dx + slide + sx, dy + sy, 0, s, s)
elseif self.player and self.player.sprite and not hidePlayer
and not self.sendingOut and not self:fxHidden(self.player) then
local img = self:picImage(self.player.sprite)
@@ -3923,19 +4079,24 @@ function BattleState:drawPicsLayer(slide, sx, sy)
-- feet flush on the text box top (y=96), ignoring baked-in padding
local pad = imagePadBottom[self.player.sprite] or 0
local padL = imagePadLeft[self.player.sprite] or 0
local px = 8 - padL * 2 + sx
local s = BattleState.resolveBattleScale(self.data, "back",
imagePathOf(self.player.sprite),
self.player.mon and self.player.mon.species)
local gs = self:growInScale(self.player)
if gs then
-- the player-side AnimateSendingOutMon grow (after the poof,
-- core.asm:1757-1762): feet pinned at y=96, center at x=8+w
if gs > 0 then
love.graphics.draw(img, px + img:getWidth() * (1 - gs),
96 - (img:getHeight() - pad) * 2 * gs + sy,
0, 2 * gs, 2 * gs)
-- core.asm:1757-1762): feet pinned at y=96, horizontal centre
-- pinned, mod scale composed with the grow stage
local eff = s * gs
if eff > 0 then
love.graphics.draw(img,
8 - padL * s + img:getWidth() * s * (1 - gs) / 2 + sx,
96 - (img:getHeight() - pad) * eff + sy, 0, eff, eff)
end
else
self:drawBattlerPic(self.player, px,
96 - (img:getHeight() - pad) * 2 + sy, 2)
local dx, dy = BattleState.backPlacement(img:getWidth(),
img:getHeight(), pad, padL, s)
self:drawBattlerPic(self.player, dx + sx, dy + sy, s)
end
end
if clipped then
@@ -3956,8 +4117,11 @@ function BattleState:drawHUDs(slide)
local barData = self:colorMode() and {} or self.data -- gray fill when zoned
local fx = self.fx
local hudShake = (fx and fx.hudShakeX) or 0
-- FaintEnemyPokemon clears the enemy HUD area; it stays blank through
-- TrainerAboutToUseText until DrawEnemyHUDAndHPBar after the next send-out
if self.enemy and not self.showEnemyTrainer and not self.enemySendingOut
and not self:growInScale(self.enemy) and slide == 0 then
and not self:growInScale(self.enemy) and slide == 0
and not self.enemy.fainted then
-- enemy HUD (DrawEnemyHUDAndHPBar): name row 0, <LV>+level (4,1),
-- HP bar (2,2) with the vertical tick at (1,2), underline row 3;
-- AnimationShakeEnemyHUD nudges just this block via SCX
@@ -3967,8 +4131,8 @@ function BattleState:drawHUDs(slide)
end
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.enemy.name, nameX(1, self.enemy.name), 0)
if self.enemy.mon.status then
Font.draw(self:statusLabel(self.enemy.mon), 40, 8)
if self.enemy.shownStatus then
Font.draw(self:statusLabel({ status = self.enemy.shownStatus }), 40, 8)
else
hudTile(0x6E, 32, 8) -- <LV>
Font.draw(tostring(self.enemy.mon.level), 40, 8)
@@ -4015,8 +4179,8 @@ function BattleState:drawHUDs(slide)
-- the tick at (18,10) and the triangle at (9,11)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.player.name, nameX(10, self.player.name), 56)
if self.player.mon.status then
Font.draw(self:statusLabel(self.player.mon), 120, 64)
if self.player.shownStatus then
Font.draw(self:statusLabel({ status = self.player.shownStatus }), 120, 64)
else
hudTile(0x6E, 112, 64) -- <LV>
Font.draw(tostring(self.player.mon.level), 120, 64)
@@ -4122,6 +4286,13 @@ function BattleState:drawTextArea()
end
function BattleState:draw()
-- AskName: ClearSprites + wild ClearScreenArea — white field under the
-- nickname TextBox / YES/NO (naming_screen.asm); overlays draw on top.
if self.blankForAskName then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
return
end
local fx = self.fx
-- window shakes (SE_SHAKE_SCREEN / the enemy-hit vertical shake);
-- the animations-off fallback keeps the old +-2 alternation