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bryanthaboi
2026-07-17 20:30:02 -04:00
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-- Trainer card (engine/menus/start_sub_menus.asm DrawTrainerInfo):
-- NAME / MONEY / TIME with the player's front pic upper-right, the
-- circle-dotted BADGES banner, and the numbered badge grid. The boxes
-- are built from the real trainer_info.png frame tiles (the patterned
-- band + line style).
local Font = require("src.render.Font")
local TrainerCard = {}
TrainerCard.__index = TrainerCard
TrainerCard.isOpaque = true
-- SGB: PalPacket_TrainerCard leads with MEWMON
function TrainerCard:sgbPalettes(game)
return require("src.render.PaletteFX").wholeNamed(game.data, "MEWMON")
end
-- gym order (data/scripts/victories.lua badge order)
local BADGES = {
"BOULDERBADGE", "CASCADEBADGE", "THUNDERBADGE", "RAINBOWBADGE",
"SOULBADGE", "MARSHBADGE", "VOLCANOBADGE", "EARTHBADGE",
}
local function tryImage(path)
local ok, img = pcall(love.graphics.newImage, path)
return ok and img or nil
end
local function quads16(img, count, stride, x0, y0)
local q = {}
local iw, ih = img:getDimensions()
for i = 0, count - 1 do
q[i] = love.graphics.newQuad(x0 or 0, (y0 or 0) + i * stride, 16, 16, iw, ih)
end
return q
end
function TrainerCard.new(game)
local self = setmetatable({ game = game }, TrainerCard)
local img = tryImage("assets/generated/trainer_card/badges.png")
if img then
-- 8 pairs of [gym leader face, badge]
self.badges = { img = img, quads = quads16(img, 8, 32, 0, 16) }
end
local nums = tryImage("assets/generated/trainer_card/badge_numbers.png")
if nums then
self.nums = { img = nums, quads = {} }
local iw, ih = nums:getDimensions()
for i = 0, 7 do
self.nums.quads[i] = love.graphics.newQuad((i % 2) * 8,
math.floor(i / 2) * 8,
8, 8, iw, ih)
end
end
-- frame tiles (3x3 sheet): 0 bottom, 1 right, 2 tl, 3 top, 4 tr,
-- 5 left, 6 bl, 7 br, 8 solid pattern
local frame = tryImage("assets/generated/trainer_card/trainer_info.png")
if frame then
self.frame = { img = frame, quads = {} }
for i = 0, 8 do
self.frame.quads[i] = love.graphics.newQuad((i % 3) * 8,
math.floor(i / 3) * 8,
8, 8, frame:getDimensions())
end
end
self.circle = tryImage("assets/generated/trainer_card/circle_tile.png")
self.pic = tryImage("assets/generated/trainer_card/red.png")
return self
end
function TrainerCard:update(dt)
local input = self.game.input
if input:wasPressed("a") or input:wasPressed("b") then
self.game.stack:pop()
end
end
-- a frame box in tile coords from the trainer_info tiles
function TrainerCard:frameBox(tx, ty, tw, th)
if not self.frame then
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("line", tx * 8 + 0.5, ty * 8 + 0.5,
tw * 8 - 1, th * 8 - 1)
love.graphics.setColor(1, 1, 1, 1)
return
end
local img, q = self.frame.img, self.frame.quads
love.graphics.setColor(1, 1, 1, 1)
local x1, y1 = (tx + tw - 1) * 8, (ty + th - 1) * 8
love.graphics.draw(img, q[2], tx * 8, ty * 8)
love.graphics.draw(img, q[4], x1, ty * 8)
love.graphics.draw(img, q[6], tx * 8, y1)
love.graphics.draw(img, q[7], x1, y1)
for i = 1, tw - 2 do
love.graphics.draw(img, q[3], (tx + i) * 8, ty * 8)
love.graphics.draw(img, q[0], (tx + i) * 8, y1)
end
for j = 1, th - 2 do
love.graphics.draw(img, q[5], tx * 8, (ty + j) * 8)
love.graphics.draw(img, q[1], x1, (ty + j) * 8)
end
end
function TrainerCard:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
local save = self.game.save
-- top card (rows 0-7): NAME / MONEY / TIME, pic upper-right
self:frameBox(0, 0, 20, 8)
if self.pic then
love.graphics.draw(self.pic, 104, 4)
end
love.graphics.setColor(0, 0, 0, 1)
Font.draw("NAME/" .. (save.player.name or "RED"), 16, 16)
Font.draw(("MONEY/¥%d"):format(save.money or 0), 16, 32)
local t = math.floor(save.playTime or 0)
Font.draw(("TIME/%3d:%02d"):format(math.floor(t / 3600),
math.floor(t / 60) % 60), 16, 48)
-- the circle-dotted BADGES banner (TrainerInfo_BadgesText)
self:frameBox(0, 8, 20, 3)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("BADGES", 56, 72)
if self.circle then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.circle, 48, 72)
love.graphics.draw(self.circle, 104, 72)
love.graphics.setColor(0, 0, 0, 1)
end
-- numbered badge grid (rows 11-17): earned solid, unearned dimmed
self:frameBox(0, 11, 20, 7)
for i = 1, 8 do
local col, row = (i - 1) % 4, math.floor((i - 1) / 4)
local tx, ty = 16 + col * 32, 94 + row * 24
if self.nums then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.nums.img, self.nums.quads[i - 1], tx, ty)
end
if self.badges and save.inventory[BADGES[i]] then
-- unearned badge slots stay blank (DrawBadges)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.badges.img, self.badges.quads[i - 1],
tx + 4, ty + 6)
end
end
love.graphics.setColor(1, 1, 1, 1)
end
return TrainerCard