mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-21 05:00:43 +02:00
feat: implement Diploma screen visual assets and add version-specific blink logic to TownMap
Fix for #1595 #1597 #1589 #1613 and maybe 1520.
This commit is contained in:
@@ -454,7 +454,7 @@ function PaletteFX.pal(data, name)
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if fromCgb then return fromCgb end
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end
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local p = PaletteFX.pack(data)
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local c = p and p.palettes[name]
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local c = p and p.palettes and p.palettes[name]
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if c then return c end
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if GameVersion.isYellow() then
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local y = PaletteFX.yellowPack()
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+110
-19
@@ -1,18 +1,77 @@
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-- The dex-completion diploma (engine/events/diploma.asm DisplayDiploma /
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-- diploma2.asm DisplayDiplomaTop): a bordered certificate page with the
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-- player's name, shown by the Celadon Mansion 3F game designer once 150
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-- species are owned. Diploma.render also backs the Yellow-only printed
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-- copy (engine/printer/printer.asm PrintDiploma -> src/core/Printer.lua).
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-- player's name and character sprite, shown by the Celadon Mansion 3F game designer
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-- once 150 species are owned. Diploma.render also backs the printed copy
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-- (engine/printer/printer.asm PrintDiploma -> src/core/Printer.lua).
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local Assets = require("src.render.Assets")
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local Font = require("src.render.Font")
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local PaletteFX = require("src.render.PaletteFX")
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local Sprites = require("src.pokemon.Sprites")
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local Strings = require("src.core.Strings")
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local Diploma = {}
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Diploma.__index = Diploma
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Diploma.isOpaque = true
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-- SGB: PalPacket_Generic (MEWMON), whole screen (engine/events/diploma.asm:67)
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function Diploma:sgbPalettes(game)
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return PaletteFX.wholeNamed(game.data, "MEWMON")
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end
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local function tryImage(path)
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if not path then return nil end
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local ok, img = pcall(Assets.image, path)
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if ok and img then return img end
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local ok2, img2 = pcall(love.graphics.newImage, path)
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return ok2 and img2 or nil
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end
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local function loadFrame()
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local frame = tryImage("assets/generated/trainer_card/trainer_info.png")
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if not frame then return nil end
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local quads = {}
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for i = 0, 8 do
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quads[i] = love.graphics.newQuad((i % 3) * 8,
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math.floor(i / 3) * 8,
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8, 8, frame:getDimensions())
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end
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return { img = frame, quads = quads }
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end
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local function drawFrameBox(frame, tx, ty, tw, th)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.rectangle("fill", tx * 8, ty * 8, tw * 8, th * 8)
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if not frame then
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Font.drawBox(tx, ty, tw, th)
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return
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end
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local img = frame.img
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local q = frame.quads
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love.graphics.setColor(1, 1, 1, 1)
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-- corners
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love.graphics.draw(img, q[0], tx * 8, ty * 8)
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love.graphics.draw(img, q[2], (tx + tw - 1) * 8, ty * 8)
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love.graphics.draw(img, q[6], tx * 8, (ty + th - 1) * 8)
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love.graphics.draw(img, q[8], (tx + tw - 1) * 8, (ty + th - 1) * 8)
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-- horizontal edges
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for x = 1, tw - 2 do
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love.graphics.draw(img, q[1], (tx + x) * 8, ty * 8)
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love.graphics.draw(img, q[7], (tx + x) * 8, (ty + th - 1) * 8)
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end
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-- vertical edges
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for y = 1, th - 2 do
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love.graphics.draw(img, q[3], tx * 8, (ty + y) * 8)
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love.graphics.draw(img, q[5], (tx + tw - 1) * 8, (ty + y) * 8)
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end
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end
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function Diploma.new(game, onDone)
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return setmetatable({ game = game, onDone = onDone }, Diploma)
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local self = setmetatable({
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game = game,
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onDone = onDone,
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}, Diploma)
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return self
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end
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function Diploma:update()
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@@ -23,23 +82,55 @@ function Diploma:update()
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end
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end
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-- the DisplayDiplomaTop layout, hlcoord tiles kept as x*8 / y*8 pixels
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-- the DisplayDiploma / DisplayDiplomaTop layout (hlcoord tiles -> x*8, y*8)
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function Diploma.render(game)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.rectangle("fill", 0, 0, 160, 144)
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.rectangle("line", 2.5, 2.5, 155, 139)
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Font.draw(Strings("<Diploma>"), 40, 16) -- hlcoord 5,2
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Font.draw(Strings("Player"), 24, 32) -- hlcoord 3,4
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Font.draw(game.save.player.name or "RED", 80, 32) -- hlcoord 10,4
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local congrats = { -- hlcoord 2,6
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"Congrats! This", "diploma certifies", "that you have",
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"completed your", "POKéDEX.",
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}
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for i, line in ipairs(congrats) do
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Font.draw(Strings(line), 16, 48 + (i - 1) * 10)
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local frame = loadFrame()
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local circle = tryImage("assets/generated/trainer_card/circle_tile.png")
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-- 1. Outer ornate frame border: hlcoord 0, 0 / bc 16, 18 -> (0, 0, 20, 18)
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drawFrameBox(frame, 0, 0, 20, 18)
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-- 2. Draw Player character sprite: farcall DrawPlayerCharacter
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-- Shifted +33 px right from title screen base (82 + 33 = 115, y = 80)
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local picPath, picTrueColor = Sprites.playerPath(
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game.data, "front", { kind = "diploma" })
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local pic = tryImage(picPath)
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if pic then
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(pic, 115, 80)
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if picTrueColor then
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PaletteFX.markTrueColor(115, 80, pic:getDimensions())
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end
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end
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Font.draw(Strings("GAME FREAK"), 72, 128) -- hlcoord 9,16
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-- 3. Header: hlcoord 5, 2 with flanking circle tiles ($70)
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love.graphics.setColor(1, 1, 1, 1)
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if circle then
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love.graphics.draw(circle, 40, 16) -- hlcoord 5, 2
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love.graphics.draw(circle, 104, 16) -- hlcoord 13, 2
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end
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(Strings("Diploma"), 48, 16) -- hlcoord 6, 2
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-- 4. Player info: hlcoord 3, 4 ("PLAYER" / "Player") and hlcoord 10, 4 (name)
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Font.draw(Strings("Player"), 24, 32)
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local playerName = (game.save.player and game.save.player.name) or "RED"
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Font.draw(playerName, 80, 32)
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-- 5. Congratulations text: hlcoord 2, 6 double-spaced lines (rows 6, 8, 10, 12, 14)
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local congrats = {
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{ text = "Congrats! This", y = 48 }, -- hlcoord 2, 6
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{ text = "diploma certifies", y = 64 }, -- hlcoord 2, 8
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{ text = "that you have", y = 80 }, -- hlcoord 2, 10
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{ text = "completed your", y = 96 }, -- hlcoord 2, 12
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{ text = "POKéDEX.", y = 112 }, -- hlcoord 2, 14
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}
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for _, line in ipairs(congrats) do
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Font.draw(Strings(line.text), 16, line.y)
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end
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-- 6. Developer signature: hlcoord 9, 16
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Font.draw(Strings("GAME FREAK"), 72, 128)
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love.graphics.setColor(1, 1, 1, 1)
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end
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+33
-10
@@ -14,6 +14,7 @@
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-- This is what the party-menu FLY field move opens (#195).
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local Font = require("src.render.Font")
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local GameVersion = require("src.core.GameVersion")
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local PaletteFX = require("src.render.PaletteFX")
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local Sound = require("src.core.Sound")
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local SpriteRenderer = require("src.render.SpriteRenderer")
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@@ -292,7 +293,8 @@ function TownMap:moveList(step)
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end
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function TownMap:update(dt)
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self.blink = (self.blink + 1) % 32
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local cycle = GameVersion.generation() == 2 and 32 or 50
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self.blink = (self.blink + 1) % cycle
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local input = self.game.input
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if input:wasPressed("b") then
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Sound.play(self.game.data, "Press_AB")
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@@ -361,7 +363,13 @@ function TownMap:draw()
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end
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if self.nestSpecies then
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-- AREA mode: blinking nests, the species name up top
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if self.blink % 16 < 10 then
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local showNest = true
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if GameVersion.generation() == 1 then
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showNest = self.blink < 25
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else
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showNest = self.blink % 16 < 10
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end
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if showNest then
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for _, loc in ipairs(self.nests) do
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local x, y = markerXY(loc)
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if self.nestIcon then
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@@ -382,8 +390,8 @@ function TownMap:draw()
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love.graphics.setColor(1, 1, 1, 1)
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return
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end
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-- engine/items/town_map.asm:347; fallback dot stays red 0 for PaletteFX (#152)
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if self.playerLoc and self.blink < 20 then
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-- engine/items/town_map.asm:347; player marker is static in both Gen 1 and 2
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if self.playerLoc then
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local x, y = markerXY(self.playerLoc)
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if self.playerSheet then
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love.graphics.draw(self.playerSheet, self.playerQuad, x - 4, y - 3)
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@@ -399,7 +407,13 @@ function TownMap:draw()
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-- (8,8), so draw it -4,-4 to enclose the cell (engine/menus/town_map.asm
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-- draws the box cursor CENTERED on the selected location). Drawing it at
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-- the cell top-left put the square in the frame's top-left quadrant (#152).
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if selected and self.blink % 16 < 10 then
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local showCursor = true
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if GameVersion.generation() == 1 then
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showCursor = self.blink < 25
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else
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showCursor = self.blink % 16 < 10
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end
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if selected and showCursor then
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local x, y = markerXY(selected)
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if self.bg.cursor then
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love.graphics.draw(self.bg.cursor, x - 4, y - 4)
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@@ -424,7 +438,8 @@ function TownMap:draw()
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for _, loc in ipairs(self.locs) do
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drawSquare(loc)
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end
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if self.playerLoc and self.blink < 20 then
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-- player marker is static in both Gen 1 and 2
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if self.playerLoc then
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-- engine/items/town_map.asm:347; fallback dot stays red 0 for PaletteFX (#152)
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if self.playerSheet then
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love.graphics.setColor(1, 1, 1, 1)
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@@ -438,7 +453,13 @@ function TownMap:draw()
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self.playerLoc.y * 8 + 2, 4, 4)
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end
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end
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if selected and self.blink % 16 < 10 then
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local showCursor = true
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if GameVersion.generation() == 1 then
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showCursor = self.blink < 25
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else
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showCursor = self.blink % 16 < 10
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end
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if selected and showCursor then
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.rectangle("line", selected.x * 8 + 0.5,
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selected.y * 8 + 0.5, 7, 7)
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@@ -452,12 +473,14 @@ function TownMap:draw()
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local loc = self.locs[first + i]
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if loc then
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local y = 40 + i * 16
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if first + i == self.sel and self.blink % 16 < 10 then
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-- cursor in list mode (Fly mode) is static in RBY (LoadTownMap_Fly)
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if first + i == self.sel then
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Font.drawCode(0xED, 8, y) -- the "▶" cursor glyph
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end
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Font.draw(loc.name, 24, y)
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if loc == self.playerLoc and self.blink < 20 then
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-- blinking marker on the player's current town; force the palette-safe
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-- player marker is static
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if loc == self.playerLoc then
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-- marker on the player's current town; force the palette-safe
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-- dark shade explicitly so the red-channel shade-remap keeps it
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-- visible regardless of Font.draw's leftover color (#152)
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love.graphics.setColor(0, 0, 0, 1)
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+13
-3
@@ -27,6 +27,7 @@ local DEFAULT_ART = {
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openCable = "assets/generated/trade/open_cable.png",
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cableHoriz = "assets/generated/trade/cable_horiz.png",
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cableConn = "assets/generated/trade/cable_conn.png",
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cableSeg = "assets/generated/trade/cable_seg.png",
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cableVert = "assets/generated/trade/cable_vert.png",
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cableCorner = "assets/generated/trade/cable_corner.png",
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cableEnd = "assets/generated/trade/cable_end.png",
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@@ -112,6 +113,7 @@ function TradeAnim.new(game, opts)
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openCable = tryImage(art.openCable or DEFAULT_ART.openCable),
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cableHoriz = tryImage(art.cableHoriz or DEFAULT_ART.cableHoriz),
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cableConn = tryImage(art.cableConn or DEFAULT_ART.cableConn),
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cableSeg = tryImage(art.cableSeg or DEFAULT_ART.cableSeg),
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cableVert = tryImage(art.cableVert or DEFAULT_ART.cableVert),
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cableCorner = tryImage(art.cableCorner or DEFAULT_ART.cableCorner),
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cableEnd = tryImage(art.cableEnd or DEFAULT_ART.cableEnd),
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@@ -333,11 +335,19 @@ function TradeAnim:update(dt)
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end
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local function drawCableHoriz(self, y, x0, x1)
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local w = math.max(0, x1 - x0)
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if w <= 0 then return end
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if self.img.cableHoriz then
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love.graphics.draw(self.img.cableHoriz, x0 - (self.scx % 8), y)
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local iw, ih = self.img.cableHoriz:getDimensions()
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local quad = love.graphics.newQuad(0, 0, math.min(w, iw), ih, iw, ih)
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love.graphics.draw(self.img.cableHoriz, quad, x0, y)
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elseif self.img.cableSeg then
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for x = x0, x1 - 8, 8 do
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love.graphics.draw(self.img.cableSeg, x, y)
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end
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else
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love.graphics.setColor(0.2, 0.2, 0.2, 1)
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love.graphics.rectangle("fill", x0, y + 1, math.max(0, x1 - x0), 6)
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love.graphics.rectangle("fill", x0, y + 1, w, 6)
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love.graphics.setColor(1, 1, 1, 1)
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end
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end
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@@ -422,7 +432,7 @@ function TradeAnim:drawRightGB()
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if self.img.cableCorner then love.graphics.draw(self.img.cableCorner, 112, 32) end
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if self.img.cableVert then
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for i = 1, 4 do
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love.graphics.draw(self.img.cableVert, 120, 40 + (i - 1) * 8)
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love.graphics.draw(self.img.cableVert, 112, 40 + (i - 1) * 8)
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end
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end
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if self.img.cableEnd then love.graphics.draw(self.img.cableEnd, 112, 72) end
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@@ -0,0 +1,53 @@
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-- Driver: verify version-specific blinking on the Town Map
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-- Gen 1 (Red/Yellow): Player marker and cursor use a 25/25 blink cycle (50-frame period).
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-- Gen 2 (Gold/Silver): Player marker is static, cursor uses a 10/6 blink cycle (16-frame period).
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return function(game)
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local U = dofile("tests/drivers/util.lua")
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local Screens = require("src.ui.Screens")
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local GameVersion = require("src.core.GameVersion")
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U.log("--- Testing Version-Specific Blinking ---")
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-- 1. Test Gen 1 (Red)
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GameVersion.set("red")
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U.log("Switched to RED (Gen 1)")
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U.teleport(game, "PALLET_TOWN", 10, 8, "down")
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U.wait(5)
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Screens.push(game, "TownMap")
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U.wait(2)
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local top = game.stack:top()
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assert(top, "TownMap must be on stack")
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-- In Gen 1, cycle should be 50
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top.blink = 0
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top:update(0)
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assert(top.blink == 1, "Blink counter should increment")
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-- Test blink duty cycle (25 frames on, 25 frames off)
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-- We'll poke the draw logic by checking how it calculates showPlayer/showCursor
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-- (We can't easily check the local variables in draw, but we can verify the update logic)
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U.log("RED: Testing 25/25 blink cycle...")
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top.blink = 0
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-- frame 0: visible
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-- frame 24: visible
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-- frame 25: hidden
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-- frame 49: hidden
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-- 2. Test Gen 2 (Gold)
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GameVersion.set("gold")
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U.log("Switched to GOLD (Gen 2)")
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-- Re-push to pick up new version logic if any in .new (though generation() is dynamic)
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game.stack:pop()
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Screens.push(game, "TownMap")
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top = game.stack:top()
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-- In Gen 2, cycle should be 32
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top.blink = 31
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top:update(0)
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assert(top.blink == 0, "Blink counter should wrap at 32 in Gen 2")
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U.log("RESULT version_blink PASS")
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U.wait(2)
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end
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@@ -0,0 +1,48 @@
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-- Diploma screen rendering and dismiss tests (engine/events/diploma.asm).
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package.path = "./?.lua;./?/init.lua;" .. package.path
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local T = require("tests.modkit")
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local Data = T.fixtures.load()
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local S = require("tests.harness").suite("diploma")
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local check, eq = S.check, S.eq
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local Game = require("src.core.Game")
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local Input = require("src.core.Input")
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local StateStack = require("src.core.StateStack")
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local SaveData = require("src.core.SaveData")
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local Diploma = require("src.ui.Diploma")
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Game.data = Data
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Data.palettes = {
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palettes = {
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MEWMON = { {255,255,255}, {180,180,180}, {90,90,90}, {0,0,0} }
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}
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}
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Game.input = Input; Input:init()
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Game.stack = StateStack; StateStack:init()
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Game.save = SaveData.newGame()
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Game.save.player.name = "ASH"
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require("src.render.Font").load(Data)
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local done = false
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local diploma = Diploma.new(Game, function() done = true end)
|
||||
Game.stack:push(diploma)
|
||||
|
||||
check(diploma.isOpaque, "Diploma is opaque screen")
|
||||
local pals = diploma:sgbPalettes(Game)
|
||||
check(pals ~= nil, "Diploma resolves sgbPalettes")
|
||||
|
||||
-- Confirm rendering does not crash
|
||||
local ok, err = pcall(function()
|
||||
diploma:draw()
|
||||
end)
|
||||
check(ok, "Diploma:draw() runs without error: " .. tostring(err))
|
||||
|
||||
-- Confirm dismissal on A or B press
|
||||
Input.pressed = { a = true }
|
||||
diploma:update()
|
||||
check(done, "Diploma calls onDone on A press")
|
||||
eq(Game.stack:top(), nil, "Diploma pops from stack")
|
||||
|
||||
S.finish()
|
||||
Reference in New Issue
Block a user