mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 03:02:39 +02:00
launcher editor and widescreen battle
This commit is contained in:
+67
-11
@@ -27,6 +27,7 @@ local TrainerAI = require("src.battle.TrainerAI")
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local TurnOrder = require("src.battle.TurnOrder")
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local TypeChart = require("src.battle.TypeChart")
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local Strings = require("src.core.Strings")
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local WideBattle = require("src.battle.WideBattle")
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local BattleState = {}
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BattleState.__index = BattleState
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@@ -35,9 +36,33 @@ BattleState.isOpaque = true
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-- window reads as one continuous battle screen (no black bars).
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BattleState.letterboxWhite = true
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-- BATTLE LAYOUT: the classic 160x144 arrangement, or the widescreen one on
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-- a 304x144 surface (src/battle/WideBattle.lua). Only the composition
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-- differs; every battler, queue and animation below is shared. The wide
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-- layout is live only while this battle is the state being drawn on top --
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-- a party menu or bag pushed over it is a 160x144 screen, so the surface
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-- goes back with it and the battle underneath is not drawn at all.
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function BattleState:wideLayout()
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local options = self.game and self.game.save and self.game.save.options
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if not options or options.battleLayout ~= "wide" then return false end
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local stack = self.game.stack
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return (stack and stack.top and stack:top()) == self
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end
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-- Renderer:setUISize asks the top state for its surface before anything draws
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function BattleState:uiSize()
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if self:wideLayout() then return WideBattle.WIDTH, WideBattle.HEIGHT end
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return 160, 144
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end
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-- Battle colors itself per-pixel (species pics + HP bar tints), so the
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-- SGB whole-screen remap must not run over it.
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function BattleState.sgbPalettes() return nil end
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-- SGB whole-screen remap must not run over it. The wide layout still
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-- needs a zone list of its own: the invented 160x144 one would leave its
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-- extra columns unremapped in the forced-mono modes (WideBattle.zones).
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function BattleState:sgbPalettes()
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if self:wideLayout() then return WideBattle.zones() end
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return nil
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end
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local Rulesets = {
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gen1_faithful = require("src.battle.rulesets.gen1_faithful"),
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@@ -1423,7 +1448,14 @@ function BattleState:update(dt)
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if self.phase == "moveSelect" then
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local moves = self.player.curMoves
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if input:wasPressed("up") then
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-- The widescreen layout lays the four slots out as a 2x2 grid, so all
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-- four directions navigate it; nil means no direction was pressed and
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-- A / B / SELECT below behave the same in either layout.
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local grid = self:wideLayout()
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and WideBattle.navigate(self.moveIndex, #moves, input)
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if grid then
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self.moveIndex = grid
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elseif input:wasPressed("up") then
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self.moveIndex = self.moveIndex > 1 and self.moveIndex - 1 or #moves
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elseif input:wasPressed("down") then
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self.moveIndex = self.moveIndex < #moves and self.moveIndex + 1 or 1
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@@ -1465,7 +1497,13 @@ function BattleState:update(dt)
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-- (core.asm:2553-2557), so there is no backing out with B.
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if self.phase == "mimicSelect" then
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local moves = self.mimicMoves
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if input:wasPressed("up") then
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-- the copy menu shares the widescreen move grid, so it navigates the
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-- same way there (the classic layout keeps the vertical list)
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local grid = self:wideLayout()
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and WideBattle.navigate(self.mimicIndex, #moves, input)
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if grid then
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self.mimicIndex = grid
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elseif input:wasPressed("up") then
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self.mimicIndex = self.mimicIndex > 1 and self.mimicIndex - 1 or #moves
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elseif input:wasPressed("down") then
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self.mimicIndex = self.mimicIndex < #moves and self.mimicIndex + 1 or 1
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@@ -4038,7 +4076,12 @@ function BattleState:drawBattlerPic(battler, x, y, scale)
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-- while an SE effect displaces the pic, confine it to its side's
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-- tile window like the GB tilemap does (the pic can never overwrite
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-- the HUD columns or the text box rows)
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-- ...except under the widescreen layout, where the side's own region
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-- scissor is already that window on a battlefield the classic tile
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-- columns do not describe (an 88..160 clip would fall entirely outside
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-- the enemy's region and erase the pic).
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local clip = love.graphics.setScissor and love.graphics.intersectScissor
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and not self.wideRegion
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local scx, scy, scw, sch
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if clip then
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scx, scy, scw, sch = love.graphics.getScissor()
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@@ -4396,15 +4439,21 @@ end
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-- the two mon pics (or the trainer/back pics), offset by the window
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-- shake -- on the GB the pics are BG tiles, so they move with it
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function BattleState:drawPicsLayer(slide, sx, sy)
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-- onlySide ("player" / "enemy") draws one side's pic alone, and
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-- skipMenuClip drops the move-menu row clip below: the widescreen layout
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-- composites each side into its own region of a taller battlefield, where
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-- neither the other side's pixels nor the classic menu rows apply.
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function BattleState:drawPicsLayer(slide, sx, sy, onlySide, skipMenuClip)
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-- The move-select boxes are BG tiles on the GB, so they REPLACE the
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-- player pic's rows: the TYPE/PP box at (0,8) (PrintMenuItem) wipes
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-- pic rows 8+, and Mimic's copy menu at (0,7) (MoveSelectionMenu
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-- .mimicmenu) wipes rows 7+. The port draws pics above the menu
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-- layer in the colorized pipeline, so clip them to the visible rows.
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local g = love.graphics
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local clipY = self.phase == "mimicSelect" and 56
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or self.phase == "moveSelect" and 64 or nil
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local clipY = not skipMenuClip
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and (self.phase == "mimicSelect" and 56
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or self.phase == "moveSelect" and 64)
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or nil
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local clipped, cs1, cs2, cs3, cs4
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if clipY and g.getScissor and g.intersectScissor then
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cs1, cs2, cs3, cs4 = g.getScissor()
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@@ -4412,14 +4461,15 @@ function BattleState:drawPicsLayer(slide, sx, sy)
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clipped = true
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end
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-- Enemy: front sprite in the 7x7 slot at hlcoord 12,0.
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if self.showEnemyTrainer and self.trainerPic then
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if onlySide ~= "player" and self.showEnemyTrainer and self.trainerPic then
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-- the enemy trainer pic holds the mon slot until the send-out
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local img = self:picImage(self.trainerPic)
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love.graphics.setColor(1, 1, 1, 1)
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local ex, ey = enemyPicXY(img, slide, sx, sy)
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-- SlideTrainerPicOffScreen / _ScrollTrainerPicAfterBattle offset (#317)
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love.graphics.draw(img, ex + self:picOffset("foe"), ey)
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elseif self.enemy and self.enemy.sprite and not self.enemyHidden
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elseif onlySide ~= "player"
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and self.enemy and self.enemy.sprite and not self.enemyHidden
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and not self.enemySendingOut and not self:fxHidden(self.enemy) then
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local img = self:picImage(self.enemy.sprite)
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love.graphics.setColor(1, 1, 1, 1)
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@@ -4448,7 +4498,7 @@ function BattleState:drawPicsLayer(slide, sx, sy)
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-- Left transparent columns (matted white) are pulled back so opaque
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-- pixels land where hardware's white-on-white columns left them.
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local hidePlayer = self.safari or self.demo
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if self.showPlayerBack and self.playerBackPic then
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if onlySide ~= "enemy" and self.showPlayerBack and self.playerBackPic then
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-- Red's (or the old man's) back pic until "Go!"; it stays up for
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-- the whole safari / catch-demo battle like the original
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local img = self:picImage(self.playerBackPic)
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@@ -4464,7 +4514,8 @@ function BattleState:drawPicsLayer(slide, sx, sy)
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-- picOffset: SlideTrainerPicOffScreen walking the back pic off the left
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love.graphics.draw(img, dx + slide + sx + self:picOffset("back"),
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dy + sy, 0, s, s)
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elseif self.player and self.player.sprite and not hidePlayer
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elseif onlySide ~= "enemy"
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and self.player and self.player.sprite and not hidePlayer
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and not self.sendingOut and not self:fxHidden(self.player) then
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local img = self:picImage(self.player.sprite)
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love.graphics.setColor(1, 1, 1, 1)
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@@ -4747,6 +4798,11 @@ function BattleState:drawTextArea()
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end
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function BattleState:draw()
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if self:wideLayout() then return WideBattle.draw(self) end
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return self:drawClassic()
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end
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function BattleState:drawClassic()
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-- AskName: ClearSprites + wild ClearScreenArea -- white field under the
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-- nickname TextBox / YES/NO (naming_screen.asm); overlays draw on top.
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if self.blankForAskName then
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@@ -0,0 +1,379 @@
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-- Widescreen battle layout (OPTION -> BATTLE LAYOUT -> WIDE).
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--
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-- The battle simulation, timing, animations and rules stay BattleState's;
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-- this module only replaces the composition and asks the renderer for a
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-- 304x144 native-pixel UI surface while it is up. Pictures, font pages,
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-- border glyphs, species palettes and HP tiles all resolve through the
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-- engine, so a COLORS mode or an asset mod still owns the look.
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--
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-- The extra 144 pixels of width buy a Gen 3-style arrangement: foe status
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-- upper left with its picture upper right, the player's picture lower left
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-- with their status lower right, a full-width message window, a split
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-- prompt/command window, and a 2x2 move menu with an attached PP/type panel.
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local Font = require("src.render.Font")
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local HudTiles = require("src.render.HudTiles")
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local PaletteFX = require("src.render.PaletteFX")
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local Runtime = require("src.mods.Runtime")
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local Strings = require("src.core.Strings")
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local TypeChart = require("src.battle.TypeChart")
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local WideBattle = {
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WIDTH = 304,
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HEIGHT = 144,
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-- everything above this line is battlefield; the 40 rows below it are
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-- the message / command / move windows
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FIELD_BOTTOM = 104,
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}
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-- The forced-mono display modes re-threshold the whole finished frame
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-- through the shade shader, and picImage hands them raw DMG grays for that
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-- (#207). The wide layout has to know: it exposes a matching whole-surface
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-- zone and leaves the HP bar fill gray, exactly like the zone pass does in
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-- the classic layout (#229). Keep in sync with picImage / ensureZones.
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local function monoMode()
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local m = PaletteFX.mode
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return m == "og" or m == "og_inv" or m == "classic"
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end
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local function shownHP(battler)
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return math.max(0, math.floor(battler.shownHP or battler.mon.hp or 0))
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end
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-- a name truncated to `pixels` with a trailing '.', measured through the
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-- font's own advances so a variable-width page still fits
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local function fitName(text, pixels)
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local spans = Font.split(text or "")
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local n = Font.spansFitting(spans, pixels)
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if n >= #spans then return text or "" end
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local out = {}
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for i = 1, math.max(0, n - 1) do
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out[#out + 1] = (text or ""):sub(spans[i].from, spans[i].to)
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end
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return table.concat(out) .. "."
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end
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local function saveScissor()
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if not love.graphics.getScissor then return nil end
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local x, y, w, h = love.graphics.getScissor()
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if x == nil then return false end
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return { x, y, w, h }
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end
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local function restoreScissor(saved)
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if not love.graphics.setScissor then return end
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if saved and saved ~= false then
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love.graphics.setScissor(saved[1], saved[2], saved[3], saved[4])
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else
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love.graphics.setScissor()
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end
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end
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-- Draw fn's content translated by (dx, dy) and clipped to a surface rect.
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-- The scissor is in canvas space, so it bounds the region itself while the
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-- translate moves the classic 160x144 coordinates into it.
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local function inRegion(x, y, w, h, dx, dy, fn)
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local g = love.graphics
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local saved = saveScissor()
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g.setScissor(x, y, w, h)
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g.push()
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g.translate(dx, dy)
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fn()
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g.pop()
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restoreScissor(saved)
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end
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local function levelAt(battle, battler, x, y)
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if battler.shownStatus then
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Font.draw(battle:statusLabel({ status = battler.shownStatus }), x, y)
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else
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HudTiles.tile(0x6E, x, y) -- '<LV>'
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Font.draw(tostring(battler.mon.level), x + 8, y)
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end
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end
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-- One side's status box: name and level on the first line, a long HP bar
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-- under it, and the numeric HP on the player's box only (the foe's exact
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-- HP is never shown, like the original).
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local function drawStatusPanel(battle, battler, x, y, player)
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local tx, ty = math.floor(x / 8), math.floor(y / 8)
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local tw, th = player and 15 or 16, player and 5 or 4
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Font.drawBox(tx, ty, tw, th)
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love.graphics.setColor(0, 0, 0, 1)
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local nameWidth = player and 64 or 80
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Font.draw(fitName(battler.name, nameWidth), x + 8, y + 8)
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levelAt(battle, battler, x + tw * 8 - 40, y + 8)
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HudTiles.drawHPBar(battle.data, tx + 1, ty + 2, {
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hp = shownHP(battler),
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stats = battler.mon.stats,
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}, nil, monoMode(), tw - 5)
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if player then
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Font.draw(("%3d/%3d"):format(shownHP(battler), battler.mon.stats.hp),
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x + tw * 8 - 64, y + 24)
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end
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end
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-- the party ball rows DrawAllPokeballs puts up with the intro text, moved
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-- out to the wide screen's own corners
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local function drawIntroBalls(battle)
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if not battle.introBalls then return end
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if battle.enemyParty and
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(battle.kind == "trainer" or battle.kind == "link") then
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battle:drawBallRow(battle.enemyParty, 88, 40, -8)
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end
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battle:drawBallRow(battle.playerParty or battle.game.save.party, 216, 96, 8)
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end
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local function drawHUDs(battle, slide)
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if battle.enemy and not battle.showEnemyTrainer
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and not battle.enemySendingOut and not battle:growInScale(battle.enemy)
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and slide == 0 and not battle.introBalls and not battle.enemy.fainted then
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drawStatusPanel(battle, battle.enemy, 0, 0, false)
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end
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if battle.safari then
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Font.drawBox(23, 7, 15, 4)
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(("BALLx%2d"):format(battle.safari.balls), 200, 72)
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elseif battle.player and not battle.demo and not battle.showPlayerBack
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and slide == 0 then
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drawStatusPanel(battle, battle.player, 184, 56, true)
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end
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drawIntroBalls(battle)
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end
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local function drawMessageBox(battle)
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Font.drawBox(0, 13, 38, 5)
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love.graphics.setColor(0, 0, 0, 1)
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if battle.scrollPx and battle.scrollPx > 0 then
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battle.scrollPx = battle.scrollPx - 2
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if battle.scrollPx <= 0 then battle.scrollPx = nil end
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end
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local off = battle.scrollPx or 0
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local ys = { 112, 128 }
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for li, line in ipairs(battle.shown or {}) do
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local y = (ys[li] or 128) + off
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for i = 1, #line do
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Font.drawCode(line[i], 8 + (i - 1) * 8, y)
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end
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end
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if (battle.msgWaiting or battle.msgPrompt) and battle.frame % 60 < 30 then
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Font.drawCode(0xEE, 288, 132)
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end
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end
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local function drawCommandMenu(battle)
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local col = (battle.menuIndex - 1) % 2
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local row = math.floor((battle.menuIndex - 1) / 2)
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if battle.safari then
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Font.drawBox(0, 13, 38, 5)
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(Strings("BALLx"), 16, 112)
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Font.draw(Strings("BAIT"), 168, 112)
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Font.draw(Strings("THROW ROCK"), 16, 128)
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Font.draw(Strings("RUN"), 168, 128)
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Font.drawCode(0xED, col == 0 and 8 or 160, 112 + row * 16)
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return
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end
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-- the prompt on the left, the 2x2 commands on the right
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Font.drawBox(0, 13, 20, 5)
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Font.drawBox(20, 13, 18, 5)
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(Strings("What will"), 8, 112)
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local who = battle.player and battle.player.name or ""
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Font.draw(fitName(who, 112) .. Strings(" do?"), 8, 128)
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Font.draw(Strings("FIGHT"), 176, 112)
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Font.drawCode(0xE1, 240, 112) -- 'PK'
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Font.drawCode(0xE2, 248, 112) -- 'MN'
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Font.draw(Strings("ITEM"), 176, 128)
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Font.draw(Strings("RUN"), 240, 128)
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Font.drawCode(0xED, col == 0 and 168 or 232, 112 + row * 16)
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end
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local function drawMoveDetails(battle, move)
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Font.drawBox(28, 13, 10, 5)
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if not move then return end
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local def = battle.data.moves[move.id]
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if not def then return end
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local maxPP = def.pp + (move.ppUps or 0) * math.floor(def.pp / 5)
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(("PP %2d/%2d"):format(move.pp or 0, maxPP), 232, 112)
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Font.draw(fitName(TypeChart.displayName(def.type), 64), 232, 128)
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end
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local function drawMoveGrid(battle, moves, selected)
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-- The 8px font needs 28 tiles for two complete twelve-character move
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-- names plus their cursors; the details panel gets the other ten.
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Font.drawBox(0, 13, 28, 5)
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love.graphics.setColor(0, 0, 0, 1)
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for i, move in ipairs(moves or {}) do
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local col = (i - 1) % 2
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local row = math.floor((i - 1) / 2)
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local x, y = col == 0 and 16 or 120, 112 + row * 16
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local def = battle.data.moves[move.id]
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Font.draw(fitName(def and def.name or move.id or "", 96), x, y)
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end
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local col = (selected - 1) % 2
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local row = math.floor((selected - 1) / 2)
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Font.drawCode(0xED, col == 0 and 8 or 112, 112 + row * 16)
|
||||
drawMoveDetails(battle, moves and moves[selected])
|
||||
end
|
||||
|
||||
local function drawMoveMenu(battle)
|
||||
drawMoveGrid(battle, battle.player.curMoves, battle.moveIndex)
|
||||
if battle.moveSwapIndex then
|
||||
local col = (battle.moveSwapIndex - 1) % 2
|
||||
local row = math.floor((battle.moveSwapIndex - 1) / 2)
|
||||
Font.drawCode(0xEC, col == 0 and 8 or 112, 112 + row * 16)
|
||||
end
|
||||
end
|
||||
|
||||
local function drawTextArea(battle)
|
||||
if battle.phase == "messages" and (battle.current or battle.animPlaying) then
|
||||
drawMessageBox(battle)
|
||||
elseif battle.phase == "menu" then
|
||||
drawCommandMenu(battle)
|
||||
elseif battle.phase == "moveSelect" then
|
||||
drawMoveMenu(battle)
|
||||
elseif battle.phase == "mimicSelect" then
|
||||
drawMoveGrid(battle, battle.mimicMoves, battle.mimicIndex)
|
||||
else
|
||||
Font.drawBox(0, 13, 38, 5)
|
||||
end
|
||||
end
|
||||
|
||||
-- Battle animations are authored in the original 160px coordinate space.
|
||||
-- Shift each complete OAM frame as one rigid group between the new player
|
||||
-- and enemy anchors: drawing the whole animation through both side regions
|
||||
-- would duplicate any tiles overlapping the other side's source range (most
|
||||
-- visibly the send-out POOF reappearing on the far right).
|
||||
function WideBattle.animationOffset(sprites)
|
||||
if not sprites or #sprites == 0 then return 0, 0 end
|
||||
local minX, maxX = math.huge, -math.huge
|
||||
for _, sprite in ipairs(sprites) do
|
||||
minX = math.min(minX, sprite.x - 8)
|
||||
maxX = math.max(maxX, sprite.x)
|
||||
end
|
||||
local center = (minX + maxX) / 2
|
||||
local t = math.max(0, math.min(1, (center - 40) / 80))
|
||||
return math.floor(20 + 116 * t + 0.5),
|
||||
math.floor(8 * (1 - t) + 0.5)
|
||||
end
|
||||
|
||||
local function currentAnimationSprites(battle)
|
||||
if battle.animPlaying and battle.animPlayer then
|
||||
local step = battle.animPlayer.steps[battle.animPlayer.stepIndex]
|
||||
return step and step.sprites
|
||||
end
|
||||
if battle.lockedBall and battle.animPlayer then
|
||||
return battle.lockedBall
|
||||
end
|
||||
end
|
||||
|
||||
local function drawAnimationLayer(battle)
|
||||
local sprites = currentAnimationSprites(battle)
|
||||
if not sprites or #sprites == 0 then return end
|
||||
local dx, dy = WideBattle.animationOffset(sprites)
|
||||
inRegion(0, 0, WideBattle.WIDTH, WideBattle.FIELD_BOTTOM, dx, dy,
|
||||
function() battle:drawAnimLayer(false) end)
|
||||
end
|
||||
|
||||
-- The whole 304x144 composition for one frame.
|
||||
function WideBattle.draw(battle)
|
||||
local g = love.graphics
|
||||
-- The field is the display mode's paper. Under a forced-mono mode the
|
||||
-- whole surface is remapped downstream (WideBattle.zones), so the field
|
||||
-- goes down as DMG white and comes out of that pass as the mode's paper;
|
||||
-- painting the resolved shade there would run it through the remap twice
|
||||
-- and land a shade off the letterbox the renderer fills around it.
|
||||
if monoMode() then
|
||||
g.setColor(1, 1, 1, 1)
|
||||
else
|
||||
g.setColor(PaletteFX.paperShade(battle.data))
|
||||
end
|
||||
g.rectangle("fill", 0, 0, WideBattle.WIDTH, WideBattle.HEIGHT)
|
||||
-- AskName clears the field the same way the classic layout does
|
||||
if battle.blankForAskName then return end
|
||||
|
||||
local fx = battle.fx
|
||||
local sx = (fx and fx.shakeX) or 0
|
||||
local sy = (fx and fx.shakeY) or 0
|
||||
if sx == 0 and sy == 0 and fx and fx.shake and fx.shake > 0 then
|
||||
sx = battle.frame % 4 < 2 and 2 or -2
|
||||
end
|
||||
local slide = (battle.introSlide or 0) * 4
|
||||
|
||||
-- Each side keeps its original sprite pixels and placement math: the two
|
||||
-- 160x144 OAM regions are translated apart and clipped into the wider
|
||||
-- battlefield rather than either monster being scaled. wideRegion tells
|
||||
-- drawBattlerPic its own side window is already the clip.
|
||||
battle.wideRegion = true
|
||||
inRegion(0, 32, 160, WideBattle.FIELD_BOTTOM - 32, 20 + sx, 8 + sy,
|
||||
function() battle:drawPicsLayer(slide, 0, 0, "player", true) end)
|
||||
inRegion(160, 0, 144, WideBattle.FIELD_BOTTOM, 136 + sx, sy,
|
||||
function() battle:drawPicsLayer(slide, 0, 0, "enemy", true) end)
|
||||
battle.wideRegion = nil
|
||||
|
||||
drawHUDs(battle, slide)
|
||||
drawAnimationLayer(battle)
|
||||
drawTextArea(battle)
|
||||
|
||||
if fx and fx.flash and fx.flash > 0 and battle.frame % 4 < 2 then
|
||||
g.setColor(1, 1, 1, 0.85)
|
||||
g.rectangle("fill", 0, 0, WideBattle.WIDTH, WideBattle.HEIGHT)
|
||||
end
|
||||
g.setColor(1, 1, 1, 1)
|
||||
if Runtime.wantsHook("battle.overlay") then
|
||||
Runtime.call("battle.overlay", function() end, battle)
|
||||
end
|
||||
end
|
||||
|
||||
-- The palette zones for the wide surface. The composition already resolves
|
||||
-- species colors, paper shade and HP-bar colors itself, so the colorized
|
||||
-- modes take the trueColor opt-out (`colors = false`) over the whole
|
||||
-- surface; the forced-mono modes still want their whole-screen remap, and
|
||||
-- get one sized to the wide surface instead of the 160x144 rectangle
|
||||
-- PaletteFX.ensureZones would invent (which would leave 144 columns raw).
|
||||
function WideBattle.zones()
|
||||
local w, h = WideBattle.WIDTH, WideBattle.HEIGHT
|
||||
if monoMode() then
|
||||
-- sendColors runs the mode's own substitution (CLASSIC's pea greens,
|
||||
-- the inverted permutation), exactly as it does for ensureZones' zone
|
||||
return { PaletteFX.zone(PaletteFX.GRAYS, 0, 0, w / 8 - 1, h / 8 - 1) }
|
||||
end
|
||||
return { { colors = false, x = 0, y = 0, w = w, h = h } }
|
||||
end
|
||||
|
||||
-- 2x2 move-grid navigation: LEFT/RIGHT cross the row, UP/DOWN the column,
|
||||
-- and a direction pointing at an empty slot holds the current one.
|
||||
function WideBattle.moveGridIndex(index, count, direction)
|
||||
if count < 1 then return nil end
|
||||
local row = math.floor((index - 1) / 2)
|
||||
local col = (index - 1) % 2
|
||||
if direction == "left" or direction == "right" then
|
||||
local other = row * 2 + (1 - col) + 1
|
||||
return other <= count and other or index
|
||||
end
|
||||
local otherRow = 1 - row
|
||||
local other = otherRow * 2 + col + 1
|
||||
return other <= count and other or index
|
||||
end
|
||||
|
||||
local DIRECTIONS = { "left", "right", "up", "down" }
|
||||
|
||||
-- the slot a directional press selects, or nil when none was pressed (the
|
||||
-- caller then runs its normal list navigation / A / B / SELECT handling)
|
||||
function WideBattle.navigate(index, count, input)
|
||||
for _, key in ipairs(DIRECTIONS) do
|
||||
if input:wasPressed(key) then
|
||||
return WideBattle.moveGridIndex(index, count, key)
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
return WideBattle
|
||||
+16
-4
@@ -206,10 +206,15 @@ function Data:load()
|
||||
(function() local n = 0 for _ in pairs(self.moves) do n = n + 1 end return n end)())
|
||||
end
|
||||
|
||||
-- dev-mode hot reload only (src/dev/HotReload.lua): drop every namespace the
|
||||
-- mod merge created, then re-require the generated modules so base records
|
||||
-- return to their on-disk values even where a mod edited them in place
|
||||
function Data:reloadGenerated()
|
||||
-- Drop every namespace the mod merge created and evict the generated modules
|
||||
-- from package.loaded, so the next load() re-reads them off disk instead of
|
||||
-- handing back the cached tables. Two callers:
|
||||
-- * reloadGenerated below (dev hot reload)
|
||||
-- * main.lua, when the launcher closes the save editor -- the editor may
|
||||
-- have loaded the OTHER game's cache, and require would otherwise serve
|
||||
-- those modules to a subsequent Play (see CacheFs.unmountVersion, which
|
||||
-- clears the matching read-path overlay).
|
||||
function Data:unloadGenerated()
|
||||
local pristine = self._pristineKeys
|
||||
if pristine then
|
||||
for key in pairs(self) do
|
||||
@@ -222,6 +227,13 @@ function Data:reloadGenerated()
|
||||
for _, name in ipairs(OPTIONAL) do
|
||||
package.loaded["data.generated." .. name] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- dev-mode hot reload only (src/dev/HotReload.lua): drop every namespace the
|
||||
-- mod merge created, then re-require the generated modules so base records
|
||||
-- return to their on-disk values even where a mod edited them in place
|
||||
function Data:reloadGenerated()
|
||||
self:unloadGenerated()
|
||||
self:load()
|
||||
end
|
||||
|
||||
|
||||
@@ -238,6 +238,16 @@ function Game:draw()
|
||||
-- white clear
|
||||
local base = self.stack:visibleBase()
|
||||
local worldBelow = self.stack.states[base] == self.overworld
|
||||
-- The UI surface is resolved once, before any state draws: the top state
|
||||
-- may want more than the Game Boy's 160x144 (the widescreen battle layout
|
||||
-- asks for 304x144). Anything else keeps the classic surface, so a menu
|
||||
-- pushed over a wide battle brings the screen straight back to 160x144.
|
||||
local top = self.stack:top()
|
||||
if top and top.uiSize then
|
||||
Renderer:setUISize(top:uiSize())
|
||||
else
|
||||
Renderer:setUISize(Renderer.WIDTH, Renderer.HEIGHT)
|
||||
end
|
||||
Renderer:beginFrame(worldBelow)
|
||||
self.stack:draw()
|
||||
-- SGB colorization: the topmost state that knows its palette owns the
|
||||
|
||||
@@ -194,6 +194,9 @@ function SaveData.defaultOptions()
|
||||
textSpeed = 3,
|
||||
animations = true,
|
||||
battleStyle = "shift",
|
||||
-- battle screen composition: og (the 160x144 original) | wide
|
||||
-- (304x144, src/battle/WideBattle.lua)
|
||||
battleLayout = "og",
|
||||
ruleset = "gen1_faithful",
|
||||
-- 0-7 like the GB's NR50 master volume
|
||||
musicVol = 7,
|
||||
@@ -443,6 +446,25 @@ function SaveData.slotSummary(save)
|
||||
}
|
||||
end
|
||||
|
||||
-- The absolute on-disk path of a slot's save file, for the one caller that
|
||||
-- cannot go through love.filesystem: the save editor reads and writes with
|
||||
-- raw io.* so it can also open a file the player dragged in from anywhere.
|
||||
-- Resolves against the same root persistFs would write to -- the portable
|
||||
-- game folder when portable mode is on, otherwise LOVE's save directory --
|
||||
-- so Edit on a launcher save row lands on the file the game actually plays.
|
||||
-- nil when neither root is available (headless tests with an injected fs).
|
||||
function SaveData.slotDiskPath(version, slotId)
|
||||
version = version or GameVersion.get()
|
||||
if not knownVersion(version) or not slotId then return nil end
|
||||
local base = SaveData.portableBaseDir()
|
||||
or (love and love.filesystem and love.filesystem.getSaveDirectory
|
||||
and love.filesystem.getSaveDirectory())
|
||||
if not base then return nil end
|
||||
local sep = package.config:sub(1, 1)
|
||||
local rel = select(1, slotNames(version, slotId))
|
||||
return base .. sep .. rel:gsub("/", sep)
|
||||
end
|
||||
|
||||
-- Slots visible to the launcher: every registered slot for a version, each
|
||||
-- with whether it holds a save and the cheap summary above. A fresh
|
||||
-- install with nothing registered returns an empty array; a legacy install
|
||||
|
||||
@@ -148,6 +148,37 @@ local function mountReadable(dir, append)
|
||||
return fn(dir, append)
|
||||
end
|
||||
|
||||
-- PHYSFS_unmount, resolved the same way PHYSFS_mount is. Only
|
||||
-- CacheFs.unmountVersion needs it: the launcher can open the save editor on
|
||||
-- one game's cache and then Play the other, and an overlay left mounted
|
||||
-- would win the read path for the rest of the process.
|
||||
local physfsUnmountFn = nil
|
||||
local function resolveUnmount()
|
||||
if physfsUnmountFn ~= nil then return physfsUnmountFn end
|
||||
physfsUnmountFn = false
|
||||
local ok, ffi = pcall(require, "ffi")
|
||||
if not ok then return physfsUnmountFn end
|
||||
pcall(ffi.cdef, "int PHYSFS_unmount(const char *oldDir);")
|
||||
local libs = {
|
||||
function() return ffi.C end,
|
||||
function() return ffi.load("love") end,
|
||||
}
|
||||
for _, getlib in ipairs(libs) do
|
||||
local okl, lib = pcall(getlib)
|
||||
if okl and lib then
|
||||
local oks, fn = pcall(function() return lib.PHYSFS_unmount end)
|
||||
if oks and fn then
|
||||
physfsUnmountFn = function(d)
|
||||
local okr, ret = pcall(fn, d)
|
||||
return okr and ret ~= 0
|
||||
end
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
return physfsUnmountFn
|
||||
end
|
||||
|
||||
-- The portable game folder when the cache should live there, else nil.
|
||||
-- Resolved (and, for a fused build, mounted) once and cached. Requires a
|
||||
-- desktop portable install (SaveData) and a working windowless mkdir.
|
||||
@@ -323,4 +354,35 @@ function CacheFs.mountVersion(version)
|
||||
return false
|
||||
end
|
||||
|
||||
-- Undo mountVersion. A process normally mounts exactly one version and then
|
||||
-- boots it, but the launcher can open the save editor on a Blue save, close
|
||||
-- it, and press Play on Red: with blue/ still prepended, Red's
|
||||
-- require("data.generated.*") and its generated art would silently resolve to
|
||||
-- Blue's files. Callers must also drop the generated modules from
|
||||
-- package.loaded (src.core.Data:unloadGenerated) -- unmounting alone only
|
||||
-- fixes the read path, not what require already cached.
|
||||
--
|
||||
-- Returns true when nothing was mounted or the unmount took. Red is a no-op
|
||||
-- because its cache lives at the root and was never overlaid.
|
||||
function CacheFs.unmountVersion(version)
|
||||
local prefix = require("src.core.GameVersion").cachePrefix(version)
|
||||
if prefix == "" then return true end
|
||||
local sub = prefix:gsub("/+$", "")
|
||||
local base = CacheFs.root()
|
||||
if not base and love.filesystem.getSaveDirectory then
|
||||
base = love.filesystem.getSaveDirectory()
|
||||
end
|
||||
local done = false
|
||||
local fn = resolveUnmount()
|
||||
if fn and base then
|
||||
done = fn(base .. SEP .. sub) or done
|
||||
end
|
||||
-- also drop the love.filesystem.mount fallback, which registers the folder
|
||||
-- under its bare name rather than its absolute path
|
||||
if love.filesystem.unmount then
|
||||
done = love.filesystem.unmount(sub) or done
|
||||
end
|
||||
return done
|
||||
end
|
||||
|
||||
return CacheFs
|
||||
|
||||
@@ -474,7 +474,10 @@ end
|
||||
-- own cache (Red at the root, Blue under blue/), so both can be imported and
|
||||
-- played side by side. onComplete(version) hands the chosen game off to boot.
|
||||
-- opts: launcher (a fresh import stays on the launcher instead of auto-booting),
|
||||
-- forceImport (treat every version as not-yet-imported, so re-import is forced).
|
||||
-- forceImport (treat every version as not-yet-imported, so re-import is forced),
|
||||
-- onEditSave(version, slotId) (host handler for the Edit affordance on a save
|
||||
-- row -- main.lua opens the bundled save editor on that slot; when it is not
|
||||
-- supplied the Edit label is not drawn at all).
|
||||
function RomImporter.new(onComplete, opts)
|
||||
opts = opts or {}
|
||||
local android = love.system.getOS() == "Android"
|
||||
@@ -483,6 +486,7 @@ function RomImporter.new(onComplete, opts)
|
||||
onComplete = onComplete,
|
||||
launcher = opts.launcher or false,
|
||||
forceImport = opts.forceImport or false,
|
||||
onEditSave = opts.onEditSave,
|
||||
android = android,
|
||||
tab = "red", -- active launcher tab: "red"/"blue"/"yellow"/"mods"
|
||||
logo = love.graphics.newImage("assets/logo/logo.png"),
|
||||
@@ -970,9 +974,30 @@ function RomImporter:choose(version)
|
||||
local path = chooseRom(GameVersion.info(self.chooseVersion).displayName)
|
||||
if path then
|
||||
self:startPath(path)
|
||||
elseif love.system.getOS() ~= "OS X"
|
||||
and love.system.getOS() ~= "Windows"
|
||||
and love.system.getOS() ~= "Linux" then
|
||||
return
|
||||
end
|
||||
-- Handheld Linux (Anbernic stock OS / PortMaster) rarely has zenity or
|
||||
-- kdialog. Fall back to the same "drop a .gb next to the game" scan used
|
||||
-- on Android, which works when the game is launched as an unpacked
|
||||
-- directory (see build-rg34xxsp.sh).
|
||||
local name, data = findPendingRom(self.ready)
|
||||
if name then
|
||||
self:startData(data, name)
|
||||
return
|
||||
end
|
||||
if love.system.getOS() == "Linux" then
|
||||
local where = love.filesystem.getSourceBaseDirectory
|
||||
and love.filesystem.getSourceBaseDirectory()
|
||||
or love.filesystem.getSource and love.filesystem.getSource()
|
||||
or "the game folder"
|
||||
self.notice = {
|
||||
version = self.chooseVersion,
|
||||
status = "No file picker. Copy your .gb into:",
|
||||
detail = where,
|
||||
}
|
||||
return
|
||||
end
|
||||
if love.system.getOS() ~= "OS X" and love.system.getOS() ~= "Windows" then
|
||||
self:setError("File selection is unavailable here. Drop the .gb file onto the window.")
|
||||
end
|
||||
end
|
||||
@@ -1202,6 +1227,7 @@ function RomImporter:draw()
|
||||
-- Rebuilt only by the active version's SAVE SLOT panel, so the mods tab (or a
|
||||
-- version with no panel drawn this frame) cannot inherit last frame's rows.
|
||||
self.slotRects = nil
|
||||
self.slotEditRects = nil
|
||||
self.newSlotRect = nil
|
||||
-- Rebuilt only by the mods panel; nil elsewhere so a game tab cannot inherit
|
||||
-- last frame's mod toggles / import button.
|
||||
@@ -1619,17 +1645,24 @@ function RomImporter:mousepressed(x, y, button)
|
||||
end
|
||||
return
|
||||
end
|
||||
-- SAVE SLOT rows / Delete. Delete is checked first so a tap on the Delete
|
||||
-- label never also selects the row. On desktop a press only ARMS a click:
|
||||
-- _updateSlotDrag commits it on release when the pointer did not move (a
|
||||
-- moved pointer scrolls instead). Android has no reliable pointer polling,
|
||||
-- so it selects on press. Delete fires immediately (small fixed target).
|
||||
-- SAVE SLOT rows / Edit / Delete. The two labels are checked first so a tap
|
||||
-- on either never also selects the row. On desktop a press only ARMS a row
|
||||
-- click: _updateSlotDrag commits it on release when the pointer did not move
|
||||
-- (a moved pointer scrolls instead). Android has no reliable pointer
|
||||
-- polling, so it selects on press. Edit and Delete fire immediately (small
|
||||
-- fixed targets, no scroll conflict).
|
||||
for _, r in ipairs(self.slotDeleteRects or {}) do
|
||||
if inside(r, x, y) then
|
||||
self:_deleteSlot(self.panelVersion, r.id)
|
||||
return
|
||||
end
|
||||
end
|
||||
for _, r in ipairs(self.slotEditRects or {}) do
|
||||
if inside(r, x, y) then
|
||||
if self.onEditSave then self.onEditSave(self.panelVersion, r.id) end
|
||||
return
|
||||
end
|
||||
end
|
||||
for _, r in ipairs(self.slotRects or {}) do
|
||||
if inside(r, x, y) then
|
||||
if self.android then
|
||||
@@ -2091,6 +2124,13 @@ function RomImporter:_ensureSlots(version)
|
||||
if not self.slots[version] then self:_refreshSlots(version) end
|
||||
end
|
||||
|
||||
-- The host calls this when the save editor closes: the edited slot's player
|
||||
-- name, badge count and dex total all feed the cached row summary, so it has
|
||||
-- to be re-read rather than trusted across the round trip.
|
||||
function RomImporter:savesChanged(version)
|
||||
self:_refreshSlots(version)
|
||||
end
|
||||
|
||||
-- Point the active slot at id (persisted immediately, per the contract) and
|
||||
-- reflect it in the LOADED pill without a full relist.
|
||||
function RomImporter:_selectSlot(version, id)
|
||||
@@ -2208,6 +2248,7 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
|
||||
rw - 24 * s, "center")
|
||||
self.slotRects = {}
|
||||
self.slotDeleteRects = {}
|
||||
self.slotEditRects = {}
|
||||
elseif listH > 0 then
|
||||
local nameH = self.slotNameFont:getHeight()
|
||||
local metaH = self.labelFont:getHeight()
|
||||
@@ -2227,6 +2268,7 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
|
||||
|
||||
self.slotRects = {}
|
||||
self.slotDeleteRects = {}
|
||||
self.slotEditRects = {}
|
||||
love.graphics.setScissor(math.floor(rx), math.floor(listTop),
|
||||
math.ceil(rw), math.ceil(listH))
|
||||
for i, slot in ipairs(slots) do
|
||||
@@ -2253,6 +2295,24 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
|
||||
love.graphics.print(delText, delX, delY)
|
||||
local rightReserve = delW + 18 * s
|
||||
|
||||
-- Edit label, immediately left of Delete: opens the bundled save
|
||||
-- editor (tools/save-editor) on this slot's file. Only drawn when the
|
||||
-- host supplied onEditSave and the slot actually holds a save -- there
|
||||
-- is nothing to edit in an empty slot, and offering it would open the
|
||||
-- editor on a new-game stub the player never asked for.
|
||||
local erect = nil
|
||||
if self.onEditSave and slot.exists then
|
||||
local edText = "Edit"
|
||||
local edW = self.hintFont:getWidth(edText)
|
||||
local edX = delX - 14 * s - edW
|
||||
erect = { x = edX - 6 * s, y = delY - 4 * s,
|
||||
width = edW + 12 * s, height = delH + 8 * s, id = slot.id }
|
||||
local ehot = self:_hover(erect)
|
||||
col(ehot and PAL.blue or PAL.warning)
|
||||
love.graphics.print(edText, edX, delY)
|
||||
rightReserve = rightReserve + edW + 20 * s
|
||||
end
|
||||
|
||||
-- LOADED pill (top-right of the active row), then reserve its width
|
||||
local pillW = 0
|
||||
if selected then
|
||||
@@ -2301,6 +2361,15 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
|
||||
self.slotDeleteRects[#self.slotDeleteRects + 1] =
|
||||
{ x = drect.x, y = dvy, width = drect.width, height = dvy2 - dvy, id = slot.id }
|
||||
end
|
||||
if erect then
|
||||
local evy = math.max(erect.y, listTop)
|
||||
local evy2 = math.min(erect.y + erect.height, listBottom)
|
||||
if evy2 > evy then
|
||||
self.slotEditRects[#self.slotEditRects + 1] =
|
||||
{ x = erect.x, y = evy, width = erect.width, height = evy2 - evy,
|
||||
id = slot.id }
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
love.graphics.setScissor()
|
||||
|
||||
+14
-5
@@ -127,6 +127,11 @@ end
|
||||
-- GetHealthBarColor's thresholds (>= 27 px green, >= 10 yellow, else
|
||||
-- red).
|
||||
--
|
||||
-- segments: how many 8px cells the bar spans (6, the hardware width,
|
||||
-- unless a caller asks for more -- the widescreen battle layout has room
|
||||
-- for a longer bar in the same tiles). The color thresholds scale with
|
||||
-- it so a wider bar turns yellow and red at the same fractions of full.
|
||||
--
|
||||
-- grayFill (#229): when the caller will colorize this bar with an SGB
|
||||
-- region palette (BattleState's zone pass, BATTLE_ZONES pal 0/1 =
|
||||
-- GetHealthBarColor), leave the fill as its raw DMG shade-2 gray and skip
|
||||
@@ -136,18 +141,22 @@ end
|
||||
-- Tinting first would double-apply the color: GREENBAR's fill {0,189,0} has
|
||||
-- red channel 0, so the tint zeroes the whole bar's red and the zone's
|
||||
-- red-channel-keyed shade shader then maps every pixel to color 3 = black.
|
||||
function HudTiles.drawHPBar(data, tx, ty, mon, barType, grayFill)
|
||||
function HudTiles.drawHPBar(data, tx, ty, mon, barType, grayFill, segments)
|
||||
local x, y = tx * 8, ty * 8
|
||||
segments = math.max(1, math.floor(segments or 6))
|
||||
HudTiles.tile(0x71, x, y)
|
||||
HudTiles.tile(0x62, x + 8, y)
|
||||
local px = 0
|
||||
if mon.stats.hp > 0 and mon.hp > 0 then
|
||||
px = math.max(1, math.floor(mon.hp * 48 / mon.stats.hp))
|
||||
px = math.max(1, math.floor(mon.hp * segments * 8 / mon.stats.hp))
|
||||
end
|
||||
local tint
|
||||
if not grayFill then
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
local name = px >= 27 and "GREENBAR" or px >= 10 and "YELLOWBAR" or "REDBAR"
|
||||
local green = math.ceil(27 * segments / 6)
|
||||
local yellow = math.ceil(10 * segments / 6)
|
||||
local name = px >= green and "GREENBAR"
|
||||
or px >= yellow and "YELLOWBAR" or "REDBAR"
|
||||
local colors = PaletteFX.pal(data, name)
|
||||
if colors then
|
||||
local c = colors[3] -- GB color 2 is the fill shade
|
||||
@@ -157,11 +166,11 @@ function HudTiles.drawHPBar(data, tx, ty, mon, barType, grayFill)
|
||||
math.min(1, c[3] / 170), 1 }
|
||||
end
|
||||
end
|
||||
for i = 0, 5 do
|
||||
for i = 0, segments - 1 do
|
||||
local seg = math.min(8, math.max(0, px - i * 8))
|
||||
HudTiles.tile(seg >= 8 and 0x6B or 0x63 + seg, x + 16 + i * 8, y, tint)
|
||||
end
|
||||
HudTiles.tile(HudTiles.capTile(barType), x + 64, y)
|
||||
HudTiles.tile(HudTiles.capTile(barType), x + 16 + segments * 8, y)
|
||||
end
|
||||
|
||||
return HudTiles
|
||||
|
||||
+38
-5
@@ -15,8 +15,15 @@ local Runtime = require("src.mods.Runtime")
|
||||
|
||||
local Renderer = {}
|
||||
|
||||
-- The Game Boy surface. WIDTH/HEIGHT are the classic dimensions every
|
||||
-- screen is laid out in; uiWidth/uiHeight are the surface actually
|
||||
-- allocated this frame, which a state may widen through setUISize (the
|
||||
-- widescreen battle layout asks for 304x144). Anything drawing a normal
|
||||
-- 160x144 screen can keep reading WIDTH/HEIGHT.
|
||||
Renderer.WIDTH = 160
|
||||
Renderer.HEIGHT = 144
|
||||
Renderer.MAX_UI_WIDTH = 640
|
||||
Renderer.MAX_UI_HEIGHT = 576
|
||||
|
||||
-- Whether a value is a real Canvas we can composite. Real LOVE canvases are
|
||||
-- userdata answering typeOf("Canvas"); the headless test stub fakes them as
|
||||
@@ -83,7 +90,8 @@ function Renderer:init()
|
||||
-- 160x144 real pixels, never DPI-scaled: see src/render/PixelCanvas.lua
|
||||
-- (#208). Every canvas below is sized in framebuffer pixels for the same
|
||||
-- reason -- worldViewSize() already works in drawable pixels.
|
||||
self.canvas = PixelCanvas.new(self.WIDTH, self.HEIGHT, "nearest")
|
||||
self.uiWidth, self.uiHeight = self.WIDTH, self.HEIGHT
|
||||
self.canvas = PixelCanvas.new(self.uiWidth, self.uiHeight, "nearest")
|
||||
self.worldCanvas = nil
|
||||
self.worldActive = false
|
||||
-- tilt mode only: a transparent overlay canvas the size of the world
|
||||
@@ -115,7 +123,31 @@ end
|
||||
-- units via / dpiX and / dpiY when drawing.
|
||||
function Renderer:fitScale()
|
||||
local _, _, pw, ph = displayMetrics()
|
||||
return math.max(1, math.floor(math.min(pw / self.WIDTH, ph / self.HEIGHT)))
|
||||
local w, h = self:uiSize()
|
||||
return math.max(1, math.floor(math.min(pw / w, ph / h)))
|
||||
end
|
||||
|
||||
-- the native-pixel UI surface in use right now
|
||||
function Renderer:uiSize()
|
||||
return self.uiWidth or self.WIDTH, self.uiHeight or self.HEIGHT
|
||||
end
|
||||
|
||||
-- Ask for a UI surface of w x h native pixels; the canvas is reallocated
|
||||
-- only when the size actually changes, so the classic path never rebuilds
|
||||
-- it. Sizes are resolved before any state draws (Game:draw) and bounded on
|
||||
-- both ends -- never smaller than the Game Boy screen every layout assumes,
|
||||
-- never large enough for a bad request to allocate an unbounded canvas.
|
||||
function Renderer:setUISize(w, h)
|
||||
if type(w) ~= "number" or type(h) ~= "number"
|
||||
or w < self.WIDTH or h < self.HEIGHT
|
||||
or w > self.MAX_UI_WIDTH or h > self.MAX_UI_HEIGHT then
|
||||
w, h = self.WIDTH, self.HEIGHT
|
||||
end
|
||||
w, h = math.floor(w), math.floor(h)
|
||||
if w == self.uiWidth and h == self.uiHeight and self.canvas then return end
|
||||
if self.canvas and self.canvas.release then self.canvas:release() end
|
||||
self.uiWidth, self.uiHeight = w, h
|
||||
self.canvas = PixelCanvas.new(w, h, "nearest")
|
||||
end
|
||||
|
||||
-- LOVE-unit draw scales endFrame uses for the UI blit: integer framebuffer
|
||||
@@ -443,10 +475,11 @@ function Renderer:endFrame(zones, worldZones)
|
||||
-- Sx/Sy = LOVE-unit draw scales (may differ when dpiX ≠ dpiY).
|
||||
local Sp = self:fitScale()
|
||||
local Sx, Sy = Sp / dpiX, Sp / dpiY
|
||||
local vpw, vph = self.WIDTH * Sx, self.HEIGHT * Sy
|
||||
local uiw, uih = self:uiSize()
|
||||
local vpw, vph = uiw * Sx, uih * Sy
|
||||
-- Snap the letterbox origin to a framebuffer pixel, then convert to units.
|
||||
local ox = math.floor((pw - self.WIDTH * Sp) / 2) / dpiX
|
||||
local oy = math.floor((ph - self.HEIGHT * Sp) / 2) / dpiY
|
||||
local ox = math.floor((pw - uiw * Sp) / 2) / dpiX
|
||||
local oy = math.floor((ph - uih * Sp) / 2) / dpiY
|
||||
local GBCFX = require("src.render.GBCFX")
|
||||
-- Forced mono/Classic modes still need a whole-screen zone when a state
|
||||
-- exposes no SGB packets (raw DMG canvas), so sendColors can remap.
|
||||
|
||||
@@ -107,6 +107,7 @@ local function defaultsSave()
|
||||
modData = {},
|
||||
options = {
|
||||
textSpeed = 3, animations = true, battleStyle = "shift",
|
||||
battleLayout = "og",
|
||||
ruleset = "gen1_faithful", musicVol = 7, sfxVol = 7, musicFilter = 0,
|
||||
speed = 1, colors = "gbc", tilt = 0, gbcfx = 0,
|
||||
videoMode = "windowed", mods = {},
|
||||
|
||||
@@ -142,6 +142,17 @@ local function buildRows(game)
|
||||
o.battleStyle = o.battleStyle == "set" and "shift" or "set"
|
||||
return true
|
||||
end },
|
||||
-- OG is the classic 160x144 battle screen; WIDE is the 304x144
|
||||
-- widescreen composition (src/battle/WideBattle.lua)
|
||||
{ id = "battleLayout", label = Strings("BATTLE LAYOUT"),
|
||||
value = function(g)
|
||||
return g.save.options.battleLayout == "wide" and "WIDE" or "OG"
|
||||
end,
|
||||
step = function(g)
|
||||
local o = g.save.options
|
||||
o.battleLayout = o.battleLayout == "wide" and "og" or "wide"
|
||||
return true
|
||||
end },
|
||||
{ id = "ruleset", label = Strings("RULESET"),
|
||||
value = function(g) return rulesetName(g) end,
|
||||
step = function(g, dir)
|
||||
|
||||
Reference in New Issue
Block a user