Merge pull request #328 from johnjohto/fix-fieldmove-whiteflash

Run the field-move white blink under its text, not after (#320)
This commit is contained in:
bryanthaboi
2026-07-28 05:10:06 -04:00
committed by GitHub
5 changed files with 75 additions and 17 deletions
+5 -3
View File
@@ -304,10 +304,12 @@ function PartyMenu:update(dt)
or Strings("{RAM:wNameBuffer} used\nSTRENGTH.")):gsub("{RAM:wNameBuffer}", name)
local t2 = (self.game.data.text._CanMoveBouldersText
or Strings("{RAM:wNameBuffer} can\nmove boulders.")):gsub("{RAM:wNameBuffer}", name)
-- like surf (#320): the blink belongs UNDER the texts, not as a
-- flashbang on the empty map after them; the stack only updates
-- the top state, so the flash holds until the texts close
self.game.stack:push(Transition.whiteFlash(self.game))
self.game.stack:push(TextBox.new(self.game, t1, function()
self.game.stack:push(TextBox.new(self.game, t2, function()
self.game.stack:push(Transition.whiteFlash(self.game))
end))
self.game.stack:push(TextBox.new(self.game, t2))
end, { auto = { sound = function()
return require("src.core.Sound").playCry(self.game.data, mon.species)
end } }))