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The new experience (#201)
* new launcher and save converts and pipeline * fixing bugs
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@@ -34,7 +34,8 @@ function TrainerCard.new(game)
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local self = setmetatable({ game = game }, TrainerCard)
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local img = tryImage("assets/generated/trainer_card/badges.png")
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if img then
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-- 8 pairs of [gym leader face, badge]
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-- badges.2bpp is 8 stacked [face, badge] pairs (DrawBadges FaceBadgeTiles)
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self.faces = { img = img, quads = quads16(img, 8, 32, 0, 0) }
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self.badges = { img = img, quads = quads16(img, 8, 32, 0, 16) }
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end
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local nums = tryImage("assets/generated/trainer_card/badge_numbers.png")
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@@ -124,7 +125,7 @@ function TrainerCard:draw()
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love.graphics.setColor(0, 0, 0, 1)
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end
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-- numbered badge grid (rows 11-17): earned solid, unearned dimmed
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-- numbered badge grid (rows 11-17): face by default, badge when owned
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self:frameBox(0, 11, 20, 7)
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local badges = Badges.list(self.game.data)
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for i = 1, #badges do
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@@ -136,12 +137,11 @@ function TrainerCard:draw()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(self.nums.img, self.nums.quads[i - 1], tx, ty)
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end
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if self.badges and self.badges.quads[i - 1]
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and save.inventory[Badges.itemFor(badges[i])] then
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-- unearned badge slots stay blank (DrawBadges)
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if self.faces and self.faces.quads[i - 1] then
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(self.badges.img, self.badges.quads[i - 1],
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tx + 4, ty + 6)
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local owned = save.inventory[Badges.itemFor(badges[i])]
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local sheet = owned and self.badges or self.faces
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love.graphics.draw(sheet.img, sheet.quads[i - 1], tx + 4, ty + 6)
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end
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end
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love.graphics.setColor(1, 1, 1, 1)
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