CLOSES #1396, CLOSES #1398, CLOSES #1400, CLOSES #1401, CLOSES #1406, CLOSES #1407, CLOSES #1411, CLOSES #1413, CLOSES #1415, CLOSES #1416, CLOSES #1417, CLOSES #1419, CLOSES #1421, CLOSES #1422, CLOSES #1423, CLOSES #1424, CLOSES #1425, CLOSES #1427, CLOSES #1428, CLOSES #1429, CLOSES #1431, CLOSES #1432, CLOSES #1433, CLOSES #1435, CLOSES #1437, CLOSES #1440, CLOSES #1441, CLOSES #1442, CLOSES #1443, CLOSES #1447, CLOSES #1449, CLOSES #1456, CLOSES #1464, CLOSES #1465, CLOSES #1468, CLOSES #1469, CLOSES #1470

This commit is contained in:
bryanthaboi
2026-08-17 10:15:06 -04:00
parent 3cca70608f
commit 45519ad550
61 changed files with 2481 additions and 255 deletions
+27 -1
View File
@@ -14,7 +14,9 @@
-- This is what the party-menu FLY field move opens (#195).
local Font = require("src.render.Font")
local PaletteFX = require("src.render.PaletteFX")
local Sound = require("src.core.Sound")
local SpriteRenderer = require("src.render.SpriteRenderer")
local TownMap = {}
TownMap.__index = TownMap
@@ -227,7 +229,21 @@ function TownMap.new(game, opts)
local sprites = game.data.sprites or {}
local red = sprites[playerSprites.walk or "SPRITE_RED"]
or sprites.SPRITE_RED
local ok, img = pcall(love.graphics.newImage, red and red.image)
-- the marker is the overworld walking sheet, so it wears that sheet's OBJ
-- palette and shade-0 keying -- engine/items/town_map.asm:342
local colors, group
if PaletteFX.usesGbcPack() then
colors, group = PaletteFX.spriteObp(red, "player")
end
if not colors then
if PaletteFX.usesSpriteObp() then
colors, group = PaletteFX.ogObj()
else
colors, group = PaletteFX.dmgObj()
end
end
local ok, img = pcall(SpriteRenderer.obpImage,
red and red.image, colors, group)
if ok and img then
self.playerSheet = img
self.playerQuad = love.graphics.newQuad(0, 0, 16, 16,
@@ -316,6 +332,13 @@ function TownMap:update(dt)
end
end
-- OG RED bakes the boot-ROM OBJ palette in, so the marker has to be replayed
-- over the screen-wide TOWNMAP zone pass the way every other OBJ is (#301)
function TownMap:markPlayerRedraw(x, y)
if not PaletteFX.usesSpriteObp() then return end
PaletteFX.markUiSpriteRedraw(self.playerSheet, self.playerQuad, x, y)
end
local function drawSquare(loc)
if isRoute(loc) then
love.graphics.setColor(0.62, 0.62, 0.62, 1) -- routes lighter
@@ -364,6 +387,7 @@ function TownMap:draw()
local x, y = markerXY(self.playerLoc)
if self.playerSheet then
love.graphics.draw(self.playerSheet, self.playerQuad, x - 4, y - 3)
self:markPlayerRedraw(x - 4, y - 3)
else
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", x + 2, y + 2, 4, 4)
@@ -406,6 +430,8 @@ function TownMap:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.playerSheet, self.playerQuad,
self.playerLoc.x * 8 - 4, self.playerLoc.y * 8 - 3)
self:markPlayerRedraw(self.playerLoc.x * 8 - 4,
self.playerLoc.y * 8 - 3)
else
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", self.playerLoc.x * 8 + 2,