Merge branch 'fix1037' into fix1038

# Conflicts:
#	docs/modding.md
This commit is contained in:
bryanthaboi
2026-08-10 14:12:21 -04:00
46 changed files with 1851 additions and 285 deletions
+13 -1
View File
@@ -253,6 +253,18 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
return
end
if result == "kept" then
if battle then
list:close()
showMessages(game, payload, function()
battle:itemUsed({})
end)
else
showMessages(game, payload, closePicker)
end
return
end
if result == "consumed" then
consume(game, id)
-- refresh counts in the list
@@ -404,7 +416,7 @@ local function useItem(game, battle, id, list)
showMessages(game, payload)
return
end
if ItemEffects.needsTarget(id, def) and not ItemEffects.isBall(id) then
if ItemEffects.needsTarget(id, def, game.data) and not ItemEffects.isBall(id) then
-- TMs/HMs boot up and announce their move before the target picker
-- (ItemUseTMHM: BootedUpTMText / BootedUpHMText + TeachMachineMoveText)
if def and def.machine then
+4
View File
@@ -67,6 +67,7 @@ local function withdraw(game)
game.stack:push(ListMenu.new(game,
Strings("BOX %d (WITHDRAW)", game.save.currentBox), items, {
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
kind = "pc_box_withdraw",
onChoose = function(item, list)
local mon = box[item.value]
if not mon then return end
@@ -114,6 +115,7 @@ local function deposit(game)
end
game.stack:push(ListMenu.new(game, "PARTY (DEPOSIT)", items, {
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
kind = "pc_box_deposit",
onChoose = function(item, list)
local mon = game.save.party[item.value]
if not mon then return end
@@ -160,6 +162,7 @@ local function release(game)
game.stack:push(ListMenu.new(game,
Strings("BOX %d (RELEASE)", game.save.currentBox), items, {
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
kind = "pc_box_release",
onChoose = function(_, list)
local mon = box[list.index]
if not mon then return end
@@ -193,6 +196,7 @@ local function changeBox(game)
end
game.stack:push(ListMenu.new(game, "CHANGE BOX", items, {
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
kind = "pc_box_change",
onChoose = function(item, list)
-- the original asks BEFORE switching ("When you change a #MON
-- BOX, data will be saved. OK?"); declining aborts the change
+65 -59
View File
@@ -1,29 +1,5 @@
-- Boot splash + attract movie, a faithful port of PlayIntro
-- (engine/movie/intro.asm) and AnimateShootingStar (engine/movie/splash.asm)
-- using the real extracted art (data/generated/field.lua `intro` manifest).
--
-- Three frame-counted phases:
-- 1. copyright card, 180 frames (intro.asm:311-312).
-- 2. shooting star: 64 frames of empty letterbox (intro.asm:323-324), then
-- the big star streaks down-left for 40 frames while the studio logo
-- sits centered in the letterbox band (the GAME FREAK logo + letter
-- row it replaces sat at (72,56)/(40,80); splash.asm:27-60, 211-228),
-- the logo flashes 3x10 frames (splash.asm:72-82), 4 waves of small
-- stars rain from the logo -- 6x24 frames, +1px every 3 frames, lower
-- star blinking (splash.asm:97-146, 163-209) -- and a 40 frame hold
-- (intro.asm:329-331).
-- 3. the Gengar/Nidorino fight (PlayIntroScene, intro.asm:23-141), played
-- from FIGHT_SCRIPT below: Music_IntroBattle starts, Gengar (56x56 BG
-- pose from a gengar_N.tilemap, at tile 13,7 = x104,y56) scrolls left
-- while Nidorino (48x48 OAM at x-8,y72) walks right, then the scripted
-- hip/hop hops, Gengar's raise + slash lunge, Nidorino's dodge leap,
-- retreat, crouch and final lunge, ending in a 24-frame fade to white
-- (GBFadeOutToWhite, home/fade.asm:26-40).
--
-- Any of A/B/START skips the whole movie (CheckForUserInterruption).
-- Pops itself and calls onDone() when finished or skipped. All art loads
-- through pcall and every missing graphic degrades to a text/rect
-- fallback, so the movie stays headless-safe.
-- ..(engine/movie/intro.asm ln 8)
-- ..(engine/movie/splash.asm ln 27)
local Font = require("src.render.Font")
local Music = require("src.core.Music")
@@ -76,15 +52,15 @@ local WAVE_FRAMES = 24 -- 8 substeps x 3 frames (splash.asm:186-209)
local WAVES_END = WAVES_START + 6 * WAVE_FRAMES -- 4 waves + 2 empty
local SPLASH_FRAMES = WAVES_END + 40 -- ld c, 40 (intro.asm:329-331)
-- logo 16x24 at grid (10,9), letters row at grid y=12 cols 6..15
-- (GameFreakLogoOAMData, splash.asm:211-228; screen = grid*8, OAM offsets
-- cancel)
-- ..(engine/movie/splash.asm ln 211)
local LOGO_X, LOGO_Y = 72, 56
local TEXT_X, TEXT_Y = 40, 80
-- ..(engine/movie/title.asm ln 390)
local COPY_PREFIX = { 0, 1, 2, 1, 3, 1, 4 }
local COPY_NINTENDO = { 5, 6, 7, 8, 9, 10 }
local COPY_CREATURES = { 11, 12, 13, 14, 15, 16, 17, 18 }
-- The studio logo (assets/logo/minilogo.png) stands in for both the
-- GAME FREAK logo and its letter row, so it gets the whole band between
-- the letterbox bars (y 32..112) down to where the star waves spawn
-- (y=88): fit it inside this box, centered, aspect preserved.
local STUDIO_BOX = { w = 128, h = 52, cx = 80, cy = 60 }
-- the 4 waves of small stars: screen X positions, all spawning at y=88
@@ -155,10 +131,19 @@ function IntroMovie.new(game, onDone)
self.studio = intro.studio or {}
self.skipAll = intro.skip and true or false
local function img(e) return tryImage(e and e.path) end
self.copyright = tryImage("assets/generated/title/copyright.png")
-- studio mark replaces the GAME FREAK logo + splash text entirely; the
-- extracted logo stays as the fallback if the asset is missing
self.studioLogo = tryImage(self.studio.logo or "assets/logo/minilogo.png")
local titleCfg = game.data.field and game.data.field.title or {}
self.copyright = img(titleCfg.copyright)
or tryImage("assets/generated/title/copyright.png")
self.copyQuads = {}
if self.copyright then
local iw, ih = self.copyright:getDimensions()
for t = 0, 18 do
self.copyQuads[t] = love.graphics.newQuad(t * 8, 0, 8, 8, iw, ih)
end
end
self.gfInc = img(titleCfg.gamefreakInc)
or tryImage("assets/generated/title/gamefreak_inc.png")
self.studioLogo = tryImage(self.studio.logo)
if self.studioLogo then
self.studioLogo:setFilter("nearest", "nearest")
local iw, ih = self.studioLogo:getDimensions()
@@ -306,24 +291,12 @@ function IntroMovie:drawSplash()
if self.studioLogo then
love.graphics.draw(self.studioLogo, self.studioX, self.studioY,
0, self.studioScale, self.studioScale)
elseif self.logo then
love.graphics.draw(self.logo, LOGO_X, LOGO_Y)
else
if self.logo then love.graphics.draw(self.logo, LOGO_X, LOGO_Y) end
if self.gfText then love.graphics.draw(self.gfText, TEXT_X, TEXT_Y) end
end
love.graphics.setColor(1, 1, 1, 1)
end
if t >= STAR_START and t < FLASH_START then
-- big star: from OAM (160,0) moving +4Y/-4X per frame
-- (GameFreakShootingStarOAMData + .bigStarLoop, splash.asm:32-60)
local n = t - STAR_START + 1
local sx, sy = 152 - 4 * n, -16 + 4 * n
if self.bigStar then
love.graphics.draw(self.bigStar, sx, sy)
else
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", sx + 6, sy + 6, 4, 4)
love.graphics.setColor(1, 1, 1, 1)
end
end
if t >= WAVES_START then
-- small stars: wave w spawns at y=88 every 24 frames, everything falls
-- +1px per 3-frame substep until the wave loop ends; the lower star in
@@ -351,6 +324,18 @@ function IntroMovie:drawSplash()
end
end
drawBars()
if t >= STAR_START and t < FLASH_START then
-- ..(engine/movie/splash.asm ln 32)
local n = t - STAR_START + 1
local sx, sy = 152 - 4 * n, -16 + 4 * n
if self.bigStar then
love.graphics.draw(self.bigStar, sx, sy)
else
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", sx + 6, sy + 6, 4, 4)
love.graphics.setColor(1, 1, 1, 1)
end
end
end
function IntroMovie:drawFight()
@@ -379,17 +364,38 @@ function IntroMovie:drawFight()
end
end
function IntroMovie:drawCopyright()
if self.studio.card or self.studio.credit then
local card = self.studio.card or ""
local credit = self.studio.credit or ""
love.graphics.setColor(0, 0, 0, 1)
Font.draw(card, (160 - #card * 8) / 2, 64)
Font.draw(credit, (160 - #credit * 8) / 2, 80)
elseif self.copyright and self.gfInc then
local function row(seq, x, y)
for _, t in ipairs(seq) do
love.graphics.draw(self.copyright, self.copyQuads[t], x, y)
x = x + 8
end
end
for _, y in ipairs({ 56, 72, 88 }) do row(COPY_PREFIX, 16, y) end
row(COPY_NINTENDO, 80, 56)
row(COPY_CREATURES, 80, 72)
love.graphics.draw(self.gfInc, 80, 88)
else
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("Nintendo"), 80, 56)
Font.draw(Strings("Creatures inc."), 80, 72)
Font.draw(Strings("GAME FREAK inc."), 16, 88)
end
love.graphics.setColor(1, 1, 1, 1)
end
function IntroMovie:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
if self.phase == 1 then
-- custom boot card (replaces the Nintendo / GAME FREAK copyright
-- card; no (c) glyph in the charmap, keep it ASCII-safe)
love.graphics.setColor(0, 0, 0, 1)
local credit = self.studio.credit or Strings("bois club")
Font.draw("2026", (160 - 4 * 8) / 2, 48)
Font.draw(credit, (160 - #credit * 8) / 2, 64)
Font.draw("bryanthaboi", (160 - 11 * 8) / 2, 80)
self:drawCopyright()
elseif self.phase == 2 then
self:drawSplash()
else
+1
View File
@@ -51,6 +51,7 @@ function ListMenu.new(game, title, items, opts)
local self = setmetatable({}, ListMenu)
self.game = game
self.title = title
self.kind = opts.kind or title
self.items = items
self.index = 1
self.scroll = 0
+3
View File
@@ -72,6 +72,7 @@ end
local function withdraw(game)
local pc = game.save.pcItems
game.stack:push(ListMenu.new(game, "WITHDRAW ITEM", buildItems(game, pc), {
kind = "pc_item_withdraw",
messageBox = true,
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
onChoose = function(item, list)
@@ -110,6 +111,7 @@ local function deposit(game)
if not Bag.isBadge(id) then depositable[id] = count end
end
game.stack:push(ListMenu.new(game, "DEPOSIT ITEM", buildItems(game, depositable), {
kind = "pc_item_deposit",
messageBox = true,
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
onChoose = function(item, list)
@@ -131,6 +133,7 @@ end
local function toss(game)
local pc = game.save.pcItems
game.stack:push(ListMenu.new(game, "TOSS ITEM", buildItems(game, pc), {
kind = "pc_item_toss",
messageBox = true,
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
onChoose = function(item, list)
+169 -46
View File
@@ -103,7 +103,31 @@ local YELLOW_CYCLE_SPECIES = {
"JIGGLYPUFF", "MEOWTH", "PSYDUCK", "VULPIX", "ABRA",
"GROWLITHE", "CUBONE", "GASTLY", "HITMONLEE", "SNORLAX", "DRAGONITE",
}
local CYCLE_FRAMES = 240 -- the original waits ~4s between picks
-- ..(engine/movie/title.asm ln 227)
local HOLD_FRAMES = 200
local STARTERS = { CHARMANDER = true, SQUIRTLE = true, BULBASAUR = true }
-- ..(engine/movie/title2.asm ln 13)
local function scrollFrames(steps, offset)
local frames = {}
for _, step in ipairs(steps) do
for _ = 1, step[2] do
frames[#frames + 1] = offset
offset = offset - step[1]
end
end
return frames
end
local OUT_FRAMES = scrollFrames(
{ { 1, 2 }, { 2, 2 }, { 3, 2 }, { 4, 2 }, { 5, 2 }, { 6, 2 },
{ 8, 3 }, { 9, 3 } }, 0)
local IN_FRAMES = scrollFrames(
{ { 10, 2 }, { 9, 4 }, { 8, 4 }, { 6, 3 }, { 5, 2 }, { 3, 1 },
{ 1, 1 } }, 120)
-- ..(engine/movie/title2.asm ln 85)
local BALL_FRAMES = { 97, 95, 94, 93, 92, 93, 94, 95, 97, 100 }
local BALL_REST = 100
local function tryImage(path)
if not path then return nil end
@@ -178,6 +202,27 @@ function TitleState.new(game, opts)
or "assets/generated/title/red_version.png")
self.player = tryImage(imagePath(title.player)
or "assets/generated/title/player.png")
-- ..(engine/movie/title2.asm ln 85)
if self.player then
local pw, ph = self.player:getDimensions()
self.ballQuad = love.graphics.newQuad(0, 16, 8, 8, pw, ph)
self.playerQuads = {
{ love.graphics.newQuad(0, 0, pw, 16, pw, ph), 0, 0 },
{ love.graphics.newQuad(8, 16, pw - 8, 8, pw, ph), 8, 16 },
{ love.graphics.newQuad(0, 24, pw, ph - 24, pw, ph), 0, 24 },
}
end
self.copyImg = tryImage(imagePath(title.copyright)
or "assets/generated/title/copyright.png")
self.copyQuads = {}
if self.copyImg then
local iw, ih = self.copyImg:getDimensions()
for t = 0, 18 do
self.copyQuads[t] = love.graphics.newQuad(t * 8, 0, 8, 8, iw, ih)
end
end
self.gfInc = tryImage(imagePath(title.gamefreakInc)
or "assets/generated/title/gamefreak_inc.png")
self.blue = GameVersion.isBlue()
self.yellow = GameVersion.isYellow()
or title.layout == "yellow_pikachu"
@@ -203,7 +248,10 @@ function TitleState.new(game, opts)
self.blinkTimer = 0
self.blinkAt = nil
else
self.phase = "loop"
-- ..(engine/movie/title.asm ln 28)
self.scy = 0x40
self.phase = "drop"
self.dropStep, self.dropLeft = 1, nil
self.showBubble = true
end
local defaultCycle = self.yellowLayout and { "PIKACHU" }
@@ -216,14 +264,15 @@ function TitleState.new(game, opts)
self.cycleIndex = 1
self.timer = 0
self.blink = 0
self.scrollPhase = "hold"
self.scrollFrame = 1
self.monOffset = 0
self.ballY = BALL_REST
return self
end
function TitleState:enter()
-- Yellow defers the title theme until after the logo drop and
-- Pikachu's cry (title.asm plays MUSIC_TITLE_SCREEN only after
-- WaitForSoundToFinish on PikachuCry1)
if self.yellowLayout then return end
if self.phase ~= "loop" then return end
self:startMusic()
end
@@ -240,6 +289,11 @@ end
local DROP_STEPS = {
{ -4, 16 }, { 3, 4 }, { -3, 4 }, { 2, 2 }, { -2, 2 }, { 1, 2 }, { -1, 2 },
}
local SETTLE_FRAMES = 36
-- ..(engine/movie/title.asm ln 201)
local RIBBON_FRAMES = {}
for offset = 112, 4, -4 do RIBBON_FRAMES[#RIBBON_FRAMES + 1] = offset end
-- the boot cinematic up to the interactive loop; one call per frame
function TitleState:updateSequence()
@@ -263,12 +317,23 @@ function TitleState:updateSequence()
self.dropLeft = nil
end
elseif self.phase == "settle" then
-- ld c, 36 / DelayFrames, then the whoosh and the bubble
self.timer = self.timer + 1
if self.timer >= 36 then
if self.timer >= SETTLE_FRAMES then
Sound.play(data, "Intro_Whoosh")
self.showBubble = true
self.phase = "bubble"
self.phase = self.yellowLayout and "bubble" or "ribbon"
self.ribbonOffset = RIBBON_FRAMES[1]
self.timer = 0
end
elseif self.phase == "ribbon" then
self.timer = self.timer + 1
local offset = RIBBON_FRAMES[self.timer + 1]
if offset then
self.ribbonOffset = offset
else
self.ribbonOffset = nil
self:startMusic()
self.phase = "loop"
self.timer = 0
end
elseif self.phase == "bubble" then
@@ -432,12 +497,63 @@ function TitleState:openMenu()
game.stack:push(menu)
end
-- ..(engine/movie/title.asm ln 271)
function TitleState:pickNewMon()
if #self.cycleSpecies < 2 then return end
local pick = self.cycleIndex
while pick == self.cycleIndex do
pick = love.math.random(1, #self.cycleSpecies)
end
self.cycleIndex = pick
end
function TitleState:setCyclePhase(phase)
self.scrollPhase = phase
self.scrollFrame = 1
self.timer = 0
if phase == "in" then
self:pickNewMon()
self.monOffset = IN_FRAMES[1]
elseif phase == "out" then
self.monOffset = OUT_FRAMES[1]
elseif phase == "ball" then
self.ballY = BALL_FRAMES[1]
else
self.monOffset = 0
end
end
function TitleState:updateCycle()
local phase = self.scrollPhase
if phase == "hold" then
if self.timer >= HOLD_FRAMES then self:setCyclePhase("out") end
return
end
local frames = phase == "out" and OUT_FRAMES
or phase == "ball" and BALL_FRAMES or IN_FRAMES
self.scrollFrame = self.scrollFrame + 1
local value = frames[self.scrollFrame]
if value then
if phase == "ball" then self.ballY = value else self.monOffset = value end
return
end
if phase == "out" then
-- ..(engine/movie/title.asm ln 235)
self:setCyclePhase(
STARTERS[self.cycleSpecies[self.cycleIndex]] and "ball" or "in")
elseif phase == "ball" then
self:setCyclePhase("in")
else
self:setCyclePhase("hold")
end
end
function TitleState:update(dt)
if self.phase ~= "loop" then
self:updateSequence()
return
end
if self.yellowLayout then
if self.phase ~= "loop" then
self:updateSequence()
return -- input is ignored until the cinematic lands (title.asm)
end
self:updateBlink()
local input = self.game.input
if input:wasPressed("start") or input:wasPressed("a") then
@@ -452,21 +568,7 @@ function TitleState:update(dt)
end
self.timer = self.timer + 1
self.blink = (self.blink + 1) % 60
if not self.yellowLayout and self.timer >= CYCLE_FRAMES then
self.timer = 0
-- random pick that never repeats the current one
if #self.cycleSpecies > 1 then
local pick = self.cycleIndex
while pick == self.cycleIndex do
pick = love.math.random(1, #self.cycleSpecies)
end
self.cycleIndex = pick
end
self.slideIn = 20 -- TitleScreenScrollInMon slides the pic in
end
if self.slideIn and self.slideIn > 0 then
self.slideIn = self.slideIn - 1
end
self:updateCycle()
local input = self.game.input
if input:wasPressed("start") or input:wasPressed("a") then
-- the title mon cries when you leave the title (.finishedWaiting);
@@ -478,15 +580,14 @@ function TitleState:update(dt)
end
end
-- The original tilemap (engine/movie/title.asm): logo at tile (2,1),
-- the version ribbon at (7,8), Red's title art as OAM at px (82,80),
-- the title mon in the 7x7 box at tile (5,10), copyright on row 17.
-- Yellow (title_yellow.asm): logo (2,1), speech bubble (6,4), Pikachu
-- (4,8) 12x9 -- no version ribbon, no cycling mon, no Red OAM.
-- ..(engine/movie/title.asm ln 28)
function TitleState:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
local scrollY = self.yellowLayout and -(self.scy or 0) or 0
local scrollY = -(self.scy or 0)
-- ..(engine/movie/title.asm ln 28)
local preRibbon = not self.yellowLayout
and (self.phase == "drop" or self.phase == "settle")
if self.logo then
love.graphics.draw(self.logo, 16, 8 + scrollY)
else
@@ -514,27 +615,29 @@ function TitleState:draw()
-- Yellow's Version_GFX slot holds a leftover "Blue Version" ribbon
-- (pokeyellow gfx/title/blue_version.png, unreferenced by title code);
-- the Yellow fallback layout draws no ribbon at all.
if self.version and not self.yellow then
if self.version and not self.yellow and not preRibbon then
local iw, ih = self.version:getDimensions()
local rx = self.ribbonOffset or 0
if self.versionFull then
-- a continuous ribbon (versionRibbon) centers as one piece
love.graphics.draw(self.version, math.floor((160 - iw) / 2), 64)
love.graphics.draw(self.version, math.floor((160 - iw) / 2) + rx, 64)
elseif self.blue then
love.graphics.draw(self.version,
love.graphics.newQuad(0, 0, 64, 8, iw, ih), 56, 64)
love.graphics.newQuad(0, 0, 64, 8, iw, ih), 56 + rx, 64)
else
love.graphics.draw(self.version,
love.graphics.newQuad(0, 0, 16, 8, iw, ih), 56, 64)
love.graphics.newQuad(0, 0, 16, 8, iw, ih), 56 + rx, 64)
love.graphics.draw(self.version,
love.graphics.newQuad(40, 0, 40, 8, iw, ih), 80, 64)
love.graphics.newQuad(40, 0, 40, 8, iw, ih), 80 + rx, 64)
end
end
local sprite, spriteTrueColor = self:currentSprite()
local sprite, spriteTrueColor
if self.scrollPhase ~= "ball" then
sprite, spriteTrueColor = self:currentSprite()
end
if sprite then
local w, h = sprite:getDimensions()
local slide = (self.slideIn or 0) * 8 -- scroll in from the right
-- bottom-aligned and centered in the (5,10)-(11,16) tile box
local x = 40 + math.floor((56 - w) / 2) + slide
local x = 40 + math.floor((56 - w) / 2) + self.monOffset
local y = 136 - h
love.graphics.draw(sprite, x, y)
-- a full-color mon keeps its own palette through the SGB pass, minus
@@ -550,13 +653,33 @@ function TitleState:draw()
end
end
-- Red is OAM in the original: he draws over the mon's box edge
if self.player then
if self.playerQuads then
for _, part in ipairs(self.playerQuads) do
love.graphics.draw(self.player, part[1], 82 + part[2], 80 + part[3])
end
love.graphics.draw(self.player, self.ballQuad, 82, self.ballY)
elseif self.player then
love.graphics.draw(self.player, 82, 80)
end
end
self:drawCopyright(136 + (preRibbon and 0 or scrollY))
end
-- ..(engine/movie/title.asm ln 117)
local COPY_PREFIX = { 0, 1, 2, 1, 3, 1, 4 }
function TitleState:drawCopyright(y)
if not self.title.copyrightText and self.copyImg and self.gfInc then
local x = 16
for _, t in ipairs(COPY_PREFIX) do
love.graphics.draw(self.copyImg, self.copyQuads[t], x, y)
x = x + 8
end
love.graphics.draw(self.gfInc, x, y)
return
end
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.title.copyrightText or Strings("2026 bois club games"),
1, 136 + scrollY)
Font.draw(self.title.copyrightText or Strings("GAME FREAK inc."), 16, y)
love.graphics.setColor(1, 1, 1, 1)
end