Merge branch 'bryanthaboi:dev' into experiment/fixed-extended-world-alignment

This commit is contained in:
James Hall
2026-08-16 19:30:19 -05:00
committed by GitHub
233 changed files with 8377 additions and 45512 deletions
+7 -1
View File
@@ -6,6 +6,7 @@ local FixedStep = require("src.core.FixedStep")
local Input = require("src.core.Input")
local Logger = require("src.core.Logger")
local Renderer = require("src.render.Renderer")
local GameViewport = require("src.render.GameViewport")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local TouchControls = require("src.core.TouchControls")
@@ -484,6 +485,7 @@ local function centerClassicZones(zones, offset)
end
function Game:draw()
GameViewport.begin(1)
-- the UI canvas clears transparent when the overworld's world pass
-- shows through beneath it; opaque full-screen states get the classic
-- white clear
@@ -597,7 +599,9 @@ function Game:draw()
if ModRuntime.wantsHook("render.hud") then
ModRuntime.call("render.hud", function() end, self, viewport)
end
-- on-screen mobile controls: pure screen-space, over the finished frame
GameViewport.finish(self)
-- OS-window chrome: keep the pad full-size and above any composed companion
-- view instead of capturing and shrinking it with the game viewport.
TouchControls:draw()
end
@@ -973,8 +977,10 @@ local function pointerUnclaimed() return false end
-- coordinates are LOVE window units, the same space render.hud's viewport
-- and the touch overlay lay out in
function Game:pointerEvent(phase, source, id, x, y, dx, dy, pressure, button)
local gameX, gameY, insideGame = GameViewport.toLocal(x, y)
return ModRuntime.call("input.pointer", pointerUnclaimed, self, {
phase = phase, source = source, id = id, x = x, y = y,
gameX = gameX, gameY = gameY, insideGame = insideGame,
dx = dx or 0, dy = dy or 0, pressure = pressure, button = button,
})
end