CLOSES #644, CLOSES #703, CLOSES #726, CLOSES #737, CLOSES #750, CLOSES #752, CLOSES #764, CLOSES #765, CLOSES #768, CLOSES #773, CLOSES #774, CLOSES #775, CLOSES #777, CLOSES #780, CLOSES #782

This commit is contained in:
bryanthaboi
2026-08-04 09:25:28 -04:00
parent 6cfc85ca83
commit f2d9b74490
52 changed files with 3099 additions and 252 deletions
+14 -1
View File
@@ -941,9 +941,22 @@ function Renderer:endFrame(zones, worldZones)
-- reads as the foreground instead of competing with a fully lit map. Goes
-- here rather than in the letterbox clear because with the world pass
-- active there is no clear -- the world already covers the surface.
--
-- The veil covers the voids ONLY, never the battle's own letterbox: "world"
-- changes what surrounds the battle and leaves the battle screen alone
-- (BattleState:bgMode). On hardware there is no "behind the battle" to dim
-- at all -- _InitBattleCommon calls ClearScreen (pokered home/copy2.asm),
-- which blanks the whole tilemap before the battle draws. A whole-surface
-- fill was invisible only because the classic battle paints an opaque paper
-- field over it a few lines below; a render pipeline that stages the fight
-- on the map and keys that field out got the veil straight onto its
-- sprites, HP bars and HUD, which is the 55% whole-window dim of #777
-- (and its duplicate #772).
if self.battleDim and self.battleDim > 0 then
love.graphics.setColor(0, 0, 0, self.battleDim)
love.graphics.rectangle("fill", 0, 0, ww, wh)
for _, r in ipairs(subtractRect({ { 0, 0, ww, wh } }, uox, uoy, uvpw, uvph)) do
love.graphics.rectangle("fill", r[1], r[2], r[3], r[4])
end
love.graphics.setColor(1, 1, 1, 1)
end