new options, and hot keys and readme clean up (#148)

This commit is contained in:
bryanthaboi
2026-07-24 10:12:27 -04:00
committed by GitHub
parent 819150f50f
commit d872010209
13 changed files with 557 additions and 75 deletions
+148 -31
View File
@@ -10,19 +10,57 @@ TileRenderer.__index = TileRenderer
local BORDER_BLOCKS = 3 -- ring width; > half a screen (2.5 blocks)
-- OVERWORLD maps fill beyond-edge space with the solid tree wall
-- (blockset $0F: four regular-tree metatiles, tiles $40/$41/$50/$51,
-- the border block of ViridianCity/CeruleanCity/CeladonCity et al.),
-- not each map's own border_block, which can be grass ($0B, the
-- CutTreeBlockSwaps $0B->$0A cut-grass block) or water; other
-- tilesets keep their designated border (interiors stay black/void)
-- OVERWORLD maps fill beyond-edge space from save.options.voidFill:
-- trees (default) — solid tree wall $0F (Viridian/Cerulean/Celadon)
-- water — solid water $43 (Cinnabar/Route 19 border block)
-- black — solid black (no tiled metatile)
-- Other tilesets keep their designated border (interiors stay black/void).
local TREE_WALL_BLOCK = 0x0F
local WATER_BORDER_BLOCK = 0x43
TileRenderer.VOID_FILLS = { "trees", "water", "black" }
TileRenderer.voidFill = "trees"
local function borderBlockFor(map)
if map.def.tileset == "OVERWORLD" then return TREE_WALL_BLOCK end
if map.def.tileset == "OVERWORLD" then
local mode = TileRenderer.voidFill or "trees"
if mode == "water" then return WATER_BORDER_BLOCK end
if mode == "black" then return false end
return TREE_WALL_BLOCK
end
return map.def.borderBlock
end
TileRenderer.borderBlockFor = borderBlockFor
function TileRenderer.setVoidFill(mode)
local ok = false
for _, m in ipairs(TileRenderer.VOID_FILLS) do
if m == mode then ok = true; break end
end
TileRenderer.voidFill = ok and mode or "trees"
end
function TileRenderer.cycleVoidFill()
local cur = TileRenderer.voidFill or "trees"
local idx = 1
for i, m in ipairs(TileRenderer.VOID_FILLS) do
if m == cur then idx = i; break end
end
TileRenderer.setVoidFill(
TileRenderer.VOID_FILLS[idx % #TileRenderer.VOID_FILLS + 1])
return TileRenderer.voidFill
end
function TileRenderer.applyOptions(opts)
TileRenderer.setVoidFill(opts and opts.voidFill or "trees")
end
function TileRenderer.voidFillLabel(mode)
mode = mode or TileRenderer.voidFill or "trees"
if mode == "water" then return "WATER" end
if mode == "black" then return "BLACK" end
return "TREES"
end
local imageCache = {}
local function getImage(path)
@@ -487,42 +525,118 @@ function TileRenderer.new(map, data)
self.anims = anims
self.claimedBy = claimedBy
-- a repeating 32x32 image of the border block, tiled behind
-- everything the 3-block ring doesn't cover (the survey zoom sees
-- far past the ring; interiors keep their black border this way)
pcall(function()
local border = map.tileset.blocks[borderBlockFor(map) + 1]
if not border then return end
local canvas = love.graphics.newCanvas(32, 32)
love.graphics.push("all")
love.graphics.setCanvas(canvas)
love.graphics.clear(1, 1, 1, 1)
for ty = 0, 3 do
for tx = 0, 3 do
local quad = self.quads[border[ty * 4 + tx + 1]]
if quad then love.graphics.draw(self.image, quad, tx * 8, ty * 8) end
end
end
love.graphics.setCanvas()
love.graphics.pop()
local img = love.graphics.newImage(canvas:newImageData())
img:setWrap("repeat", "repeat")
img:setFilter("nearest", "nearest")
self.borderFill = img
end)
-- border-fill image is built lazily in :ensureBorderFill so a VOID FILL
-- option change can swap trees/water/black without reloading the map
self.borderFillMode = nil
self.borderFill = nil
return self
end
-- Bake a static repeating 32x32 of `block` into self.borderFill.
local function bakeBorderFill(self, block)
local border = self.map.tileset.blocks[block + 1]
if not border then return end
local canvas = love.graphics.newCanvas(32, 32)
love.graphics.push("all")
love.graphics.setCanvas(canvas)
love.graphics.clear(1, 1, 1, 1)
for ty = 0, 3 do
for tx = 0, 3 do
local quad = self.quads[border[ty * 4 + tx + 1]]
if quad then love.graphics.draw(self.image, quad, tx * 8, ty * 8) end
end
end
love.graphics.setCanvas()
love.graphics.pop()
local img = love.graphics.newImage(canvas:newImageData())
img:setWrap("repeat", "repeat")
img:setFilter("nearest", "nearest")
self.borderFill = img
end
-- WATER void fill: the eight hshift frames of tile $14 (same cycle as map
-- water), wrap-tiled so the void scrolls in lockstep with on-map water.
local function ensureWaterBorderFill(self)
if self.borderWaterTextures then return true end
local map = self.map
local perRow = map.tileset.tilesPerRow
local colors, gbcKey
if self.gbcAtlas and self.data then
local group = PaletteFX.worldGroupAt(map.tileset.id, map.id, WATER_TILE)
local groupColors = PaletteFX.worldGroupColors(
self.data, map.tileset.id, map.id, nil)
colors = group and groupColors and groupColors[group + 1] or nil
gbcKey = "#gbc:" .. map.id
end
local textures = getShiftVariants(map.tileset.image, perRow, WATER_TILE,
colors, gbcKey)
if not textures then return false end
for _, img in ipairs(textures) do
img:setWrap("repeat", "repeat")
img:setFilter("nearest", "nearest")
end
self.borderWaterTextures = textures
return true
end
-- (re)build the repeating border image when the VOID FILL mode or tileset
-- choice changes. OVERWORLD "black" leaves borderFill nil and draws a
-- solid clear; "water" keeps the live hshift textures instead of a bake.
function TileRenderer:ensureBorderFill()
local block = borderBlockFor(self.map)
local mode = block == false and "black"
or ((self.map.def.tileset == "OVERWORLD")
and (TileRenderer.voidFill or "trees")
or "map")
local ready = (mode == "black")
or (mode == "water" and self.borderWaterTextures)
or (mode ~= "water" and mode ~= "black" and self.borderFill)
if self.borderFillMode == mode and ready then return end
if self.borderFill and self.borderFill.release then
pcall(self.borderFill.release, self.borderFill)
end
self.borderFill = nil
-- shared shift-variant cache: drop the reference only, never release
self.borderWaterTextures = nil
self.borderFillMode = mode
if mode == "black" or block == false or block == nil then return end
if mode == "water" then
if ensureWaterBorderFill(self) then return end
-- headless / missing pixels: fall back to the static water block bake
end
pcall(bakeBorderFill, self, block)
end
-- tile the border block across the whole view (world-aligned so it
-- meshes seamlessly with the ring batch)
function TileRenderer:drawBorderFill(camX, camY, vw, vh)
if not self.borderFill then return end
self:ensureBorderFill()
if self.borderFillMode == "black" then
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", 0, 0, vw, vh)
love.graphics.setColor(1, 1, 1, 1)
return
end
if self.trueColor then PaletteFX.markTrueColor(0, 0, vw, vh) end
local x, y = math.floor(camX), math.floor(camY)
-- one reused Quad per renderer, mutated in place: this runs every
-- overworld frame, so allocating a fresh Quad here churned the GC
local q = self.borderQuad
if self.borderFillMode == "water" and self.borderWaterTextures then
local step = math.floor(animFrame / ANIM_PERIOD) % #WATER_OFFSETS + 1
local tex = self.borderWaterTextures[WATER_OFFSETS[step] + 1]
if not tex then return end
if q then
q:setViewport(x, y, vw, vh, 8, 8)
else
q = love.graphics.newQuad(x, y, vw, vh, 8, 8)
self.borderQuad = q
end
love.graphics.draw(tex, q, 0, 0)
return
end
if not self.borderFill then return end
if q then
q:setViewport(x, y, vw, vh, 32, 32)
else
@@ -730,6 +844,9 @@ function TileRenderer:releaseBatches()
safeRelease(self.winBatch); self.winBatch = nil
safeRelease(self.borderFill); self.borderFill = nil
safeRelease(self.borderQuad); self.borderQuad = nil
-- shared shift-variant cache; only drop the reference
self.borderWaterTextures = nil
self.borderFillMode = nil
self.win = nil
if self.quads then
for _, q in pairs(self.quads) do safeRelease(q) end