pokecenter fix (#126)

This commit is contained in:
bryanthaboi
2026-07-23 15:17:20 -04:00
committed by GitHub
parent 2c9970a643
commit c04b93ce1c
5 changed files with 84 additions and 19 deletions
+14 -16
View File
@@ -3415,8 +3415,11 @@ function OverworldState:drawWorld()
love.graphics.setShader(shader)
end
end
local ox = ha.px - 64 - cam.x
local oy = ha.py - 64 - cam.y
-- TileRenderer windows with -floor(cam), so the overlay must use the
-- same snap or a fractional camera (odd fill/tilt view sizes) parks
-- the balls a pixel off the machine tiles
local ox = ha.px - 64 - math.floor(cam.x)
local oy = ha.py - 64 - math.floor(cam.y)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(img, self.healMachineQuads[1], ox + 44, oy + 20)
for i = 1, math.min(ha.lit, #HEAL_BALL_XY) do
@@ -3632,11 +3635,13 @@ function OverworldState:drawWorld()
else
-- === TILT PATH: ground-hugging FX stay on the projected ground, all
-- standing things billboard upright over it in a separate pass. ======
-- Dust is ground-hugging smoke -> ground canvas (puts it
-- with the flat layer, so it projects with the ground). Flat mode
-- draws it last, over the sprites, in the same canvas; here the two
-- Dust / cut / the Poké Center heal overlay hug the BG (the heal
-- machine is a tileset graphic; its OAM balls must ride that plane or
-- they float off the machine once the ground foreshortens). Flat mode
-- draws them last, over the sprites, in the same canvas; here the two
-- layers are separate and composited ground-under-upright, so drawing
-- it now into the still-active ground canvas is order-equivalent.
-- them now into the still-active ground canvas is order-equivalent.
fxHeal()
fxDust()
fxCutTree()
@@ -3692,18 +3697,11 @@ function OverworldState:drawWorld()
end
end
-- Screen-anchored world FX : each billboards at the
-- ground foot of the character it belongs to, so it stands upright and
-- scales with that character's depth.
-- heal machine -> the healed player's foot (the machine stands on
-- the ground in front of where the player was)
-- Standing world FX: each billboards at the ground foot of the
-- character it belongs to, so it stays upright over the tilted ground.
-- emote bubble -> the spotting NPC's foot (rides above its head)
-- fly bird, rod -> the player's foot
if self.healAnim then
local fx = self.healAnim.px - cam.x + 8
local fy = self.healAnim.py - cam.y + 16
self:billboard(fx, fy, vw, vh, zoneColorsAt(zones, fx, fy), false, fxHeal)
end
-- (heal machine is ground-hugging -- drawn above with dust/cut)
if self.emote and self.emote.npc then
local fx = self.emote.npc.px - cam.x + 8
local fy = self.emote.npc.py - cam.y + 16