intro api upgrade (#294)

* intro api upgrade

* api updates

* fix tests

* updated templates
This commit is contained in:
bryanthaboi
2026-07-27 08:37:11 -04:00
committed by GitHub
parent 08e8dfc416
commit be90e5b42c
42 changed files with 1880 additions and 153 deletions
+1
View File
@@ -370,6 +370,7 @@ function BagMenu.new(game, opts)
local battle = opts.battle
local list
list = ListMenu.new(game, "ITEMS", buildItems(game), {
kind = "bag",
footer = ("¥%d"):format(game.save.money),
-- SELECT reorders items like the original bag (swap_items.asm)
onSelectKey = function(item, l)
+3 -2
View File
@@ -140,8 +140,9 @@ function Credits:enter()
end
function Credits:monSprite(species)
local def = self.game.data.pokemon and self.game.data.pokemon[species]
return silhouette(def and def.spriteFront)
local path = require("src.pokemon.Sprites").path(
self.game.data, species, "front", { kind = "credits" })
return silhouette(path)
end
-- advance to the next CreditsOrder screen (Credits .nextCreditsScreen);
+3 -1
View File
@@ -34,7 +34,9 @@ function DexEntryMenu.new(game, speciesOrOpts)
local species, forceOwned = resolveArgs(speciesOrOpts)
local self = setmetatable({ game = game, forceOwned = forceOwned }, DexEntryMenu)
self.def = game.data.pokemon[species]
local ok, img = pcall(love.graphics.newImage, self.def.spriteFront)
local path = require("src.pokemon.Sprites").path(game.data, species, "front",
{ kind = "dex" })
local ok, img = path and pcall(love.graphics.newImage, path)
self.sprite = ok and img or nil
require("src.core.Sound").playCry(game.data, species)
return self
+7 -6
View File
@@ -28,10 +28,11 @@ end
local FLASH_FRAMES = 220
local function frontSprite(game, species)
local def = game.data.pokemon[species]
if not (def and def.spriteFront) then return nil end
local ok, img = pcall(love.graphics.newImage, def.spriteFront)
local function frontSprite(game, species, mon)
local path = require("src.pokemon.Sprites").path(game.data, species, "front",
{ mon = mon, kind = "evolution" })
if not path then return nil end
local ok, img = pcall(love.graphics.newImage, path)
return ok and img or nil
end
@@ -46,8 +47,8 @@ function EvolutionState.new(game, mon, newSpecies, onDone, via)
-- B-cancel poll; level-up, stone and rare-candy evos are all cancelable.
self.cancelable = (via ~= "TRADE")
self.oldName = mon.nickname or game.data.pokemon[mon.species].name
self.oldSprite = frontSprite(game, mon.species)
self.newSprite = frontSprite(game, newSpecies)
self.oldSprite = frontSprite(game, mon.species, mon)
self.newSprite = frontSprite(game, newSpecies, mon)
self.t = 0
self.done = false
self.canceled = false
+3 -2
View File
@@ -118,8 +118,9 @@ end
function HallOfFame:spriteFor(species)
local cached = self.sprites[species]
if cached == nil then
local def = self.game.data.pokemon[species]
cached = tryImage(def and def.spriteFront) or false
local path = require("src.pokemon.Sprites").path(
self.game.data, species, "front", { kind = "hof" })
cached = tryImage(path) or false
self.sprites[species] = cached
end
return cached or nil
+96 -7
View File
@@ -3,6 +3,7 @@
-- box and the Pokédex.
local Font = require("src.render.Font")
local Runtime = require("src.mods.Runtime")
local Theme = require("src.ui.Theme")
local ListMenu = {}
@@ -15,9 +16,37 @@ function ListMenu:sgbPalettes(game)
end
local ROWS = 7
-- frames to wait before key-repeat kicks in, then between repeats
local REPEAT_DELAY = 16
local REPEAT_RATE = 4
-- ui.list_menu identity: unhooked opts pass through unchanged
local function sameOpts(opts) return opts end
function ListMenu.new(game, title, items, opts)
opts = opts or {}
-- bag / shop / dex / generic: mods may enable wrap, pageJump, keyRepeat
if Runtime.wantsHook("ui.list_menu") then
local hooked = Runtime.call("ui.list_menu", sameOpts, {
wrap = opts.wrap,
pageJump = opts.pageJump,
keyRepeat = opts.keyRepeat,
repeatDelay = opts.repeatDelay,
repeatRate = opts.repeatRate,
}, {
game = game,
title = title,
kind = opts.kind or title,
itemCount = items and #items or 0,
})
if type(hooked) == "table" then
if hooked.wrap ~= nil then opts.wrap = hooked.wrap end
if hooked.pageJump ~= nil then opts.pageJump = hooked.pageJump end
if hooked.keyRepeat ~= nil then opts.keyRepeat = hooked.keyRepeat end
if hooked.repeatDelay ~= nil then opts.repeatDelay = hooked.repeatDelay end
if hooked.repeatRate ~= nil then opts.repeatRate = hooked.repeatRate end
end
end
local self = setmetatable({}, ListMenu)
self.game = game
self.title = title
@@ -28,6 +57,12 @@ function ListMenu.new(game, title, items, opts)
self.onCancel = opts.onCancel
self.footer = opts.footer
self.pageJump = opts.pageJump -- Left/Right move a page at a time
self.wrap = opts.wrap -- Up on first / Down on last wraps
self.keyRepeat = opts.keyRepeat -- hold Up/Down (and pageJump L/R) to scroll
self.repeatDelay = opts.repeatDelay or REPEAT_DELAY
self.repeatRate = opts.repeatRate or REPEAT_RATE
self.holdDir = nil
self.holdFrames = 0
self.onSelectKey = opts.onSelectKey -- SELECT pressed on an item
-- scripted mode (the old man tutorial): update() runs the script
-- every frame INSTEAD of reading input -- DisplayListMenuID's old-man
@@ -46,6 +81,42 @@ function ListMenu.new(game, title, items, opts)
return self
end
local function moveIndex(self, delta)
local n = #self.items
if n == 0 then return end
local next = self.index + delta
if self.wrap then
next = ((next - 1) % n) + 1
else
next = math.max(1, math.min(n, next))
end
self.index = next
end
local function syncScroll(self)
if self.index - self.scroll > self.rows then
self.scroll = self.index - self.rows
end
if self.index - self.scroll < 1 then self.scroll = self.index - 1 end
end
-- edge press or key-repeat tick for a held direction
local function navPressed(self, dir)
if dir == "up" then
moveIndex(self, -1)
elseif dir == "down" then
moveIndex(self, 1)
elseif dir == "left" and self.pageJump then
moveIndex(self, -self.rows)
elseif dir == "right" and self.pageJump then
moveIndex(self, self.rows)
else
return false
end
syncScroll(self)
return true
end
function ListMenu:update(dt)
if self.script then
self.script(self)
@@ -59,14 +130,20 @@ function ListMenu:update(dt)
end
return
end
local moved = false
if input:wasPressed("up") then
self.index = math.max(1, self.index - 1)
moved = navPressed(self, "up")
self.holdDir, self.holdFrames = "up", 0
elseif input:wasPressed("down") then
self.index = math.min(#self.items, self.index + 1)
moved = navPressed(self, "down")
self.holdDir, self.holdFrames = "down", 0
elseif self.pageJump and input:wasPressed("left") then
self.index = math.max(1, self.index - self.rows)
moved = navPressed(self, "left")
self.holdDir, self.holdFrames = "left", 0
elseif self.pageJump and input:wasPressed("right") then
self.index = math.min(#self.items, self.index + self.rows)
moved = navPressed(self, "right")
self.holdDir, self.holdFrames = "right", 0
elseif self.onSelectKey and input:wasPressed("select") then
self.onSelectKey(self.items[self.index], self)
elseif input:wasPressed("b") then
@@ -80,10 +157,22 @@ function ListMenu:update(dt)
end
return
end
if self.index - self.scroll > self.rows then
self.scroll = self.index - self.rows
-- hold-to-scroll (opt-in via ui.list_menu keyRepeat)
if self.keyRepeat then
local dir = self.holdDir
if dir and input:isDown(dir) then
self.holdFrames = self.holdFrames + 1
local afterDelay = self.holdFrames - self.repeatDelay
if afterDelay >= 0 and afterDelay % self.repeatRate == 0 then
navPressed(self, dir)
end
else
self.holdDir, self.holdFrames = nil, 0
end
end
if self.index - self.scroll < 1 then self.scroll = self.index - 1 end
if not moved then syncScroll(self) end
end
-- remove current item (e.g. consumed); keeps cursor valid
+28
View File
@@ -57,4 +57,32 @@ function ModUI.removeLabel(items, label)
return items
end
-- Oak speech step-list helpers (intro.oak_speech.build). Anchored on
-- stable step.id values the same way insertBefore anchors on labels.
local function stepIndex(steps, id)
for i, step in ipairs(steps) do
if step.id == id then return i end
end
return nil
end
function ModUI.insertStepBefore(steps, anchorId, step)
local i = stepIndex(steps, anchorId)
table.insert(steps, i or (#steps + 1), step)
return steps
end
function ModUI.insertStepAfter(steps, anchorId, step)
local i = stepIndex(steps, anchorId)
table.insert(steps, i and (i + 1) or (#steps + 1), step)
return steps
end
function ModUI.removeStep(steps, id)
for i = #steps, 1, -1 do
if steps[i].id == id then table.remove(steps, i) end
end
return steps
end
return ModUI
+40 -9
View File
@@ -5,8 +5,12 @@
-- given, a "NEW NAME" + presets menu is shown first
-- (engine/menus/main_menu.asm name lists).
-- Pops itself from the stack, then calls opts.onDone(name).
--
-- ui.naming.grid may replace either page; keep an "ED" cell and a
-- single-cell case-switch row so confirm / case-flip keep working.
local Font = require("src.render.Font")
local Runtime = require("src.mods.Runtime")
local Sound = require("src.core.Sound")
local Theme = require("src.ui.Theme")
@@ -37,8 +41,24 @@ local GRID_LOWER = {
{ "-", "?", "!", "", "", "/", ".", ",", "ED" },
{ "UPPER CASE" },
}
local CASE_ROW = 6
local ED_ROW, ED_COL = 5, 9
-- locate the ED confirm cell and the case-switch row on a (possibly
-- modded) grid; falls back to vanilla coordinates
local function findMeta(grid)
local caseRow, edRow, edCol = #grid, 5, 9
for r, row in ipairs(grid) do
if #row == 1 and (row[1] == "lower case" or row[1] == "UPPER CASE"
or row[1] == "lower" or row[1] == "UPPER") then
caseRow = r
end
for c, cell in ipairs(row) do
if cell == "ED" then edRow, edCol = r, c end
end
end
return caseRow, edRow, edCol
end
local function sameGrid(grid) return grid end
function NamingScreen.new(game, opts)
opts = opts or {}
@@ -86,16 +106,27 @@ function NamingScreen:confirm()
end
function NamingScreen:grid()
return self.lower and GRID_LOWER or GRID_UPPER
local base = self.lower and GRID_LOWER or GRID_UPPER
if not Runtime.wantsHook("ui.naming.grid") then return base end
local hooked = Runtime.call("ui.naming.grid", sameGrid, base, {
lower = self.lower and true or false,
title = self.title,
maxLen = self.maxLen,
game = self.game,
})
if type(hooked) ~= "table" or #hooked == 0 then return base end
return hooked
end
-- Gen 1 jumps the cursor to ED once the name is full.
function NamingScreen:jumpToEnd()
self.row, self.col = ED_ROW, ED_COL
local _, edRow, edCol = findMeta(self:grid())
self.row, self.col = edRow, edCol
end
function NamingScreen:update(dt)
local GRID = self:grid()
local caseRow, edRow, edCol = findMeta(GRID)
local input = self.game.input
if input:wasPressed("start") then
self:confirm()
@@ -107,28 +138,28 @@ function NamingScreen:update(dt)
end
if input:wasPressed("up") then
-- wrapping up from the top row lands on the case-switch cell
self.row = self.row > 1 and self.row - 1 or CASE_ROW
self.row = self.row > 1 and self.row - 1 or caseRow
self.col = math.min(self.col, #GRID[self.row])
elseif input:wasPressed("down") then
self.row = self.row < #GRID and self.row + 1 or 1
self.col = math.min(self.col, #GRID[self.row])
elseif input:wasPressed("left") then
-- no horizontal movement on the case-switch row
if self.row ~= CASE_ROW then
if self.row ~= caseRow then
self.col = self.col > 1 and self.col - 1 or #GRID[self.row]
end
elseif input:wasPressed("right") then
if self.row ~= CASE_ROW then
if self.row ~= caseRow then
self.col = self.col < #GRID[self.row] and self.col + 1 or 1
end
elseif input:wasPressed("b") then
table.remove(self.glyphs)
elseif input:wasPressed("a") then
if self.row == ED_ROW and self.col == ED_COL then
if self.row == edRow and self.col == edCol then
self:confirm()
return
end
if self.row == CASE_ROW then
if self.row == caseRow then
self.lower = not self.lower
return
end
+357 -72
View File
@@ -1,14 +1,16 @@
-- The intro sequence (engine/movie/oak_speech/oak_speech.asm): Oak's
-- welcome, the NIDORINO show-off, player and rival naming, and the
-- closing "legend is about to unfold" text followed by the shrink-away:
-- the player pic collapses through ShrinkPic1/ShrinkPic2 into the
-- overworld walking sprite before the fade to white. Uses the real
-- extracted texts (_OakSpeechText1/2A/2B/3, _IntroducePlayerText,
-- _IntroduceRivalText) with literal fallbacks.
-- closing "legend is about to unfold" text followed by the shrink-away.
--
-- Steps are a data table so mods can reshape the whole speech through
-- hooks:wrap("intro.oak_speech.build"). Vanilla ids stay stable so a
-- mod can insertBefore("name_player", ...) without counting indices.
-- Calls onDone() after popping itself.
local Sound = require("src.core.Sound")
local Music = require("src.core.Music")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local TextBox = require("src.render.TextBox")
local Font = require("src.render.Font")
@@ -55,12 +57,154 @@ local function tryImage(path)
return ok and img or nil
end
-- Resolve a pic descriptor to (image, flip).
-- Descriptors:
-- "oak" | "rival" | "player" shorthand
-- { type = "trainer", id = "OPP_PROF_OAK" }
-- { type = "pokemon", id = "PIKACHU", flip = true }
-- { type = "player", path = "..." } optional override path
-- { type = "image", path = "..." }
-- { type = "sprite", id = "SPRITE_RED" }
function OakSpeech.resolvePic(game, desc, speech)
if desc == nil then return nil, false end
if type(desc) == "string" then
if desc == "oak" then
desc = { type = "trainer", id = "OPP_PROF_OAK" }
elseif desc == "rival" then
desc = { type = "trainer", id = "OPP_RIVAL1" }
elseif desc == "player" then
desc = { type = "player" }
else
-- bare species id
desc = { type = "pokemon", id = desc }
end
end
local t = desc.type
if t == "trainer" then
if speech and desc.id == "OPP_PROF_OAK" and speech.oakPic then
return speech.oakPic, false
end
if speech and desc.id == "OPP_RIVAL1" and speech.rivalPic then
return speech.rivalPic, false
end
local trainers = game.data.trainers or {}
local tr = trainers[desc.id]
return tryImage(tr and tr.pic), false
elseif t == "pokemon" then
if speech and desc.id == speech.demoSpecies and speech.demoPic then
return speech.demoPic, desc.flip and true or false
end
local path = require("src.pokemon.Sprites").path(
game.data, desc.id, "front", { kind = "oak" })
return tryImage(path), desc.flip and true or false
elseif t == "player" then
if speech and speech.playerPic and not desc.path then
return speech.playerPic, false
end
return tryImage(desc.path or "assets/generated/trainer_card/red.png"), false
elseif t == "image" then
return tryImage(desc.path), desc.flip and true or false
elseif t == "sprite" then
local sp = game.data.sprites and game.data.sprites[desc.id]
return tryImage(sp and sp.image), desc.flip and true or false
end
return nil, false
end
-- Vanilla step list. Ids are the stable anchors mods insert around.
function OakSpeech.defaultSteps(speech)
return {
{
id = "oak_welcome",
kind = "say",
textKey = "_OakSpeechText1",
pic = "oak",
reveal = "fade",
},
{
id = "demo_mon",
kind = "demo",
},
{
id = "world_spiel",
kind = "say",
textKey = "_OakSpeechText2B",
},
{
id = "ask_player_name",
kind = "say",
textKey = "_IntroducePlayerText",
pic = "player",
},
{
id = "name_player",
kind = "name",
who = "player",
title = "YOUR NAME?",
presetsWho = "player",
presetsFallback = { "RED", "ASH", "JACK" },
},
{
id = "ask_rival_name",
kind = "say",
textKey = "_IntroduceRivalText",
pic = "rival",
},
{
id = "name_rival",
kind = "name",
who = "rival",
title = "HIS NAME?",
presetsWho = "rival",
presetsFallback = { "BLUE", "GARY", "JOHN" },
},
{
id = "legend",
kind = "say",
textKey = "_OakSpeechText3",
pic = "player",
},
{
id = "shrink",
kind = "shrink",
},
}
end
-- list helpers for intro.oak_speech.build wrappers (also on ModUI)
local function indexOfId(steps, id)
for i, step in ipairs(steps) do
if step.id == id then return i end
end
return nil
end
function OakSpeech.insertBefore(steps, anchorId, step)
local i = indexOfId(steps, anchorId)
table.insert(steps, i or (#steps + 1), step)
return steps
end
function OakSpeech.insertAfter(steps, anchorId, step)
local i = indexOfId(steps, anchorId)
table.insert(steps, i and (i + 1) or (#steps + 1), step)
return steps
end
function OakSpeech.removeId(steps, id)
for i = #steps, 1, -1 do
if steps[i].id == id then table.remove(steps, i) end
end
return steps
end
function OakSpeech.new(game, onDone)
local self = setmetatable({}, OakSpeech)
self.game = game
self.onDone = onDone
self.step = 0
self.pic = nil
self.answers = {}
local trainers = game.data.trainers or {}
self.oakPic = tryImage(trainers.OPP_PROF_OAK and trainers.OPP_PROF_OAK.pic)
self.rivalPic = tryImage(trainers.OPP_RIVAL1 and trainers.OPP_RIVAL1.pic)
@@ -69,8 +213,9 @@ function OakSpeech.new(game, onDone)
-- the show-off mon and the name length cap come from data; the vanilla
-- literals stay as the fallbacks
self.demoSpecies = oakGfx.demoSpecies or "NIDORINO"
local demo = game.data.pokemon and game.data.pokemon[self.demoSpecies]
self.demoPic = tryImage(demo and demo.spriteFront)
local demoPath = require("src.pokemon.Sprites").path(
game.data, self.demoSpecies, "front", { kind = "oak" })
self.demoPic = tryImage(demoPath)
local constants = game.data.constants or {}
self.nameLen = constants.playerNameLength or 7
-- RedPicFront (gfx/player/red.png, shared with the trainer card) and
@@ -87,9 +232,26 @@ function OakSpeech.new(game, onDone)
return self
end
function OakSpeech:buildSteps()
local steps = OakSpeech.defaultSteps(self)
local hooked = Runtime.call("intro.oak_speech.build",
function(s) return s end, steps, self)
if type(hooked) ~= "table" then
Logger.error("intro.oak_speech.build returned %s; keeping vanilla steps",
type(hooked))
return steps
end
return hooked
end
function OakSpeech:enter()
-- MUSIC_ROUTES2 plays under the whole speech (oak_speech.asm:43-48)
Music.play(self.game.data, self.cfg.music or "Music_Routes2")
self.answers = {}
self.steps = self:buildSteps()
if Runtime.wants("intro.oak_speech.started") then
Runtime.emit("intro.oak_speech.started", { speech = self, steps = self.steps })
end
self:advance()
end
@@ -97,80 +259,187 @@ function OakSpeech:say(key, next)
self.game.stack:push(TextBox.new(self.game, textOr(self.game, key), next))
end
local STEPS = {
-- 1. Oak's welcome (Oak's pic fades in first, FadeInIntroPic)
function(self)
self.pic = self.oakPic
self:revealPic("fade", function()
self:say("_OakSpeechText1", function() self:advance() end)
function OakSpeech:sayText(text, next, opts)
self.game.stack:push(TextBox.new(self.game, text, next, opts))
end
function OakSpeech:stepText(step)
if step.text then return step.text end
if step.textKey then return textOr(self.game, step.textKey) end
return ""
end
function OakSpeech:applyPic(step)
if step.pic == nil then return end
local img, flip = OakSpeech.resolvePic(self.game, step.pic, self)
if img then
self.pic = img
self.picFlip = flip or false
elseif step.pic == "player" or (type(step.pic) == "table" and step.pic.type == "player") then
-- mirror the old fallback: player pic missing → oak
self.pic = self.playerPic or self.oakPic
self.picFlip = false
end
end
function OakSpeech:recordAnswer(step, index, label, value)
if value == nil then value = label end
if step.saveKey then
self.answers[step.saveKey] = value
end
if Runtime.wants("intro.oak_speech.answered") then
Runtime.emit("intro.oak_speech.answered", {
speech = self,
step = step,
index = index,
label = label,
value = value,
saveKey = step.saveKey,
})
end
end
function OakSpeech:afterReveal(step, fn)
if step.reveal then
self:revealPic(step.reveal, fn)
else
fn()
end
end
function OakSpeech:runCry(step)
local cry = step.cry
if not cry then return end
if cry == true then
if type(step.pic) == "string" and step.pic ~= "oak"
and step.pic ~= "rival" and step.pic ~= "player" then
cry = step.pic
elseif type(step.pic) == "table" and step.pic.type == "pokemon" then
cry = step.pic.id
else
return
end
end
Sound.playCry(self.game.data, cry)
end
function OakSpeech:runStep(step)
local kind = step.kind or "say"
if kind == "say" then
self:applyPic(step)
self:afterReveal(step, function()
self:runCry(step)
self:sayText(self:stepText(step), function() self:advance() end)
end)
end,
-- 2. NIDORINO show-off: the front sprite is mirrored horizontally
-- (LoadFlippedFrontSpriteByMonIndex) and wipes in from the right
-- (MovePicLeft), then its cry sounds and the text prints
function(self)
elseif kind == "demo" then
-- NIDORINO show-off: mirrored front sprite + wipe + cry + text 2A
self.pic = self.demoPic
self.picFlip = true
self:revealPic("wipe", function()
Sound.playCry(self.game.data, self.demoSpecies)
self:say("_OakSpeechText2A", function() self:advance() end)
end)
end,
-- 3. the rest of the world-of-POKéMON spiel
function(self)
self:say("_OakSpeechText2B", function() self:advance() end)
end,
-- 4. "First, what is your name?" over the player's own pic
-- (RedPicFront, oak_speech.asm:86-91) then the naming screen
function(self)
self.pic = self.playerPic or self.oakPic
self:say("_IntroducePlayerText", function() self:advance() end)
end,
function(self)
elseif kind == "name" then
local who = step.who or "player"
local presets = step.presets
or namePresets(self.game, step.presetsWho or who,
step.presetsFallback or { "RED" })
require("src.ui.Screens").push(self.game, "NamingScreen", {
title = "YOUR NAME?",
presets = namePresets(self.game, "player", { "RED", "ASH", "JACK" }),
maxLen = self.nameLen,
title = step.title or (who == "rival" and "HIS NAME?" or "YOUR NAME?"),
presets = presets,
maxLen = step.maxLen or self.nameLen,
onDone = function(name)
self.game.save.player.name = name
if who == "rival" then
self.game.save.player.rival = name
else
self.game.save.player.name = name
end
self:recordAnswer(step, 1, name, name)
self:advance()
end,
})
end,
-- 6. the rival introduction and naming
function(self)
self.pic = self.rivalPic
self:say("_IntroduceRivalText", function() self:advance() end)
end,
function(self)
require("src.ui.Screens").push(self.game, "NamingScreen", {
title = "HIS NAME?",
presets = namePresets(self.game, "rival", { "BLUE", "GARY", "JOHN" }),
maxLen = self.nameLen,
onDone = function(name)
self.game.save.player.rival = name
self:advance()
end,
})
end,
-- 8. "your very own POKéMON legend is about to unfold!" over the
-- player pic again (oak_speech.asm:105-113)
function(self)
self.pic = self.playerPic or self.oakPic
self:say("_OakSpeechText3", function() self:advance() end)
end,
-- 9. SFX_SHRINK: the pic collapses through the two shrink frames
-- into the walking sprite, then fades to white (oak_speech.asm
-- .next, lines 115-166). Not skippable, like the DelayFrames
-- chain it ports.
function(self)
elseif kind == "choice" then
self:applyPic(step)
self:afterReveal(step, function()
self:runCry(step)
local function openMenu()
local Menu = require("src.ui.Menu")
local items = {}
for i, label in ipairs(step.choices or {}) do
items[i] = {
label = label,
onSelect = function()
local value = label
if step.values and step.values[i] ~= nil then
value = step.values[i]
end
self:recordAnswer(step, i, label, value)
self:advance()
end,
}
end
self.game.stack:push(Menu.new(self.game, items, {
cancelable = step.cancelable == true,
tx = step.tx or 4,
ty = step.ty or 0,
tw = step.tw or 12,
th = step.th,
}))
end
local text = self:stepText(step)
if text ~= "" then
self:sayText(text, openMenu)
else
openMenu()
end
end)
elseif kind == "yesno" then
self:applyPic(step)
self:afterReveal(step, function()
self:runCry(step)
self:sayText(self:stepText(step), nil, {
defaultNo = step.defaultNo,
choice = function(yes)
local label = yes and "YES" or "NO"
local value = yes
if step.values then
if yes then
value = step.values[1]
else
value = step.values[2]
end
end
self:recordAnswer(step, yes and 1 or 2, label, value)
self:advance()
end,
})
end)
elseif kind == "pic" then
-- show a sprite with an optional reveal, no text
self:applyPic(step)
self:afterReveal(step, function()
self:runCry(step)
self:advance()
end)
elseif kind == "shrink" then
Sound.play(self.game.data, "Shrink")
-- the OakSpeechText3 box holds its last page on screen through the
-- shrink (pokered text boxes persist until overwritten)
self.shrinkText = self:lastPageLines("_OakSpeechText3")
-- prefer an explicit shrink text key; fall back to the legend beat
local key = step.textKey or "_OakSpeechText3"
self.shrinkText = self:lastPageLines(key)
self.shrink = { frame = 0 }
end,
}
elseif kind == "fn" then
-- full escape hatch: step.run(speech, done)
if type(step.run) == "function" then
step.run(self, function() self:advance() end)
else
self:advance()
end
else
Logger.warn("oak speech unknown step kind %s (id=%s); skipping",
tostring(kind), tostring(step.id))
self:advance()
end
end
-- the last two visible lines of a text's final page, pre-encoded
function OakSpeech:lastPageLines(key)
@@ -202,15 +471,31 @@ end
function OakSpeech:advance()
self.step = self.step + 1
self.picFlip = false
local fn = STEPS[self.step]
if fn then
fn(self)
local steps = self.steps
if not steps then
-- enter() builds steps; keep a path for callers that advance early
steps = self:buildSteps()
self.steps = steps
end
local step = steps[self.step]
if step then
if Runtime.wants("intro.oak_speech.step") then
Runtime.emit("intro.oak_speech.step", {
speech = self, step = step, index = self.step,
})
end
self:runStep(step)
else
self:finish()
end
end
function OakSpeech:finish()
if Runtime.wants("intro.oak_speech.finished") then
Runtime.emit("intro.oak_speech.finished", {
speech = self, answers = self.answers,
})
end
-- the map theme starts with the overworld beneath (the original's
-- special warp into Pallet Town)
local ow = self.game.overworld
@@ -267,8 +552,8 @@ function OakSpeech:draw()
if self.pic then
-- IntroDisplayPicCenteredOrUpperRight centered: the 7x7-tile pic
-- area sits at hlcoord 6,4 = (48,32); smaller mon pics pad inside
-- it like the sprite buffer does ((8 - w) >> 1 tiles across,
-- bottom-aligned)
-- it like the sprite buffer does ((8 - w) >> 1) tiles across,
-- bottom-aligned
local w, h = self.pic:getDimensions()
local x = 48 + math.floor((8 - w / 8) / 2) * 8
local y = 32 + (7 - h / 8) * 8
+1
View File
@@ -95,6 +95,7 @@ local function drawIcon(game, mon, x, y, selected, counter)
name = def and def.dex and icons.byDex and icons.byDex[def.dex]
path = name and icons.icons and icons.icons[name]
end
path = require("src.pokemon.Sprites").iconPath(game.data, mon, path, { name = name })
if not path then return end
if iconImages[path] == nil then
-- resolve through Assets so an overrides/ or transform-derived icon
+5 -3
View File
@@ -30,9 +30,11 @@ end
function SummaryMenu.new(game, mon)
local self = setmetatable({ game = game, mon = mon, page = 1 }, SummaryMenu)
local def = game.data.pokemon[mon.species]
if def and def.spriteFront then
local ok, img = pcall(love.graphics.newImage, def.spriteFront)
local Sprites = require("src.pokemon.Sprites")
local path = Sprites.path(game.data, mon.species, "front",
{ mon = mon, kind = "summary" })
if path then
local ok, img = pcall(love.graphics.newImage, path)
self.sprite = ok and img or nil
end
require("src.core.Sound").playCry(game.data, mon.species)
+3 -2
View File
@@ -117,8 +117,9 @@ function TitleState:currentSprite()
local species = self.cycleSpecies[self.cycleIndex]
local cached = self.sprites[species]
if cached == nil then
local def = self.game.data.pokemon[species]
cached = tryImage(def and def.spriteFront) or false
local path = require("src.pokemon.Sprites").path(
self.game.data, species, "front", { kind = "title" })
cached = tryImage(path) or false
self.sprites[species] = cached
end
return cached or nil
+3 -2
View File
@@ -48,8 +48,9 @@ local function dexOf(game, mon)
end
local function spriteOf(game, mon)
local def = game.data.pokemon[mon.species]
return tryImage(def and def.spriteFront)
local path = require("src.pokemon.Sprites").path(game.data, mon.species, "front",
{ mon = mon, kind = "trade" })
return tryImage(path)
end
local function expand(game, key, subs)