discord rich presence, and MORE COLORS, video options, shiddddd so much stuff

This commit is contained in:
bryanthaboi
2026-07-21 14:52:45 -04:00
parent 3f4aaccbf5
commit f64666c6ce
25 changed files with 5553 additions and 56 deletions
+60 -5
View File
@@ -18,10 +18,49 @@ local function getImage(path)
return imageCache[path]
end
-- RED++ overworld sprite OBJ-palette recolor (color/sprites.asm
-- ColorOverworldSprite), baked into an ImageData like BattleState's mon-pic
-- palette bake (src/battle/BattleState.lua getImage): CPU-remap the 4 DMG
-- shades to the resolved OBP colors, cached per (image path, group).
--
-- Sprite sheets carry no real alpha (every pixel, including the
-- background, is opaque -- confirmed by sampling the extracted PNGs): the
-- "transparent" look in every other draw path is a coincidence of the
-- whole-canvas shade-remap shader, where shade 0 (white) happens to map to
-- a similarly light color in whatever terrain zone the sprite stands over.
-- That coincidence breaks once terrain is colored per-tile instead of one
-- flat color per map (different tiles can have very different color-0s),
-- so shade 0 is keyed to alpha 0 here explicitly -- matching real GBC OBJ
-- hardware, where sprite palette index 0 is unconditionally transparent
-- (same rule TileRenderer's getColor0KeyShader documents for tall grass).
local obpCache = {}
local function getObpImage(path, colors, group)
local key = path .. "#obp" .. group
if not obpCache[key] then
local img
if love.image and love.image.newImageData then
local id = Assets.imageData(path)
id:mapPixel(function(_, _, r, g, b, a)
if a == 0 then return r, g, b, a end
if r > 0.83 then return r, g, b, 0 end -- OBJ color 0: always transparent
local col = r > 0.5 and colors[2] or r > 0.17 and colors[3] or colors[4]
return col[1] / 255, col[2] / 255, col[3] / 255, a
end)
img = love.graphics.newImage(id)
else
img = getImage(path) -- headless stub: no pixel access
end
obpCache[key] = img
end
return obpCache[key]
end
-- hot reload drops the sheets; live instances hold their own image, so
-- the world rebuilds them (MapLoader.invalidateAll) rather than this
function SpriteRenderer.invalidate()
imageCache = {}
obpCache = {}
end
Assets.register(SpriteRenderer.invalidate)
@@ -29,9 +68,12 @@ Assets.register(SpriteRenderer.invalidate)
local STAND = { down = 0, up = 1, left = 2, right = 2 }
local WALK = { down = 3, up = 4, left = 5, right = 5 }
function SpriteRenderer.new(spriteDef)
-- seed: any stable per-instance value (e.g. an NPC's `id`) used to resolve
-- RED++'s per-instance "random" OBP sentinel (PaletteFX.spriteObp)
function SpriteRenderer.new(spriteDef, seed)
local self = setmetatable({}, SpriteRenderer)
self.def = spriteDef
self.seed = seed
self.image = getImage(spriteDef.image)
local iw, ih = self.image:getDimensions()
self.frames = {}
@@ -46,13 +88,26 @@ end
function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
local x = math.floor(px - camX)
local y = math.floor(py - camY) - 4
local image = self.image
-- full-color art claims its 16x16 cell out of the shade-remap pass
if self.def.trueColor then PaletteFX.markTrueColor(x, y, 16, 16) end
if self.def.trueColor then
PaletteFX.markTrueColor(x, y, 16, 16)
elseif PaletteFX.usesGbcPack() then
-- RED++: the world canvas is already true-color (TileRenderer bakes
-- terrain, this bakes the sprite) and the world pass runs unshaded
-- (OverworldState.sgbWorldZones), so this draws like any normal sprite
-- -- opaque character pixels over a real-alpha-transparent background,
-- no trueColor rect needed (there is no shader left to exempt it from).
local colors, group = PaletteFX.spriteObp(self.def, self.seed)
if colors then
image = getObpImage(self.def.image, colors, group)
end
end
-- single-frame sprites (item balls, fossils...) have one fixed pose;
-- still 3-frame sprites turn to face (the nurse at her machine,
-- facePlayer on STAY NPCs) but never show walk frames
if self.def.frames <= 1 then
love.graphics.draw(self.image, self.frames[0], x, y)
love.graphics.draw(image, self.frames[0], x, y)
return
end
local frame = (self.def.walker and walkPhase == 1)
@@ -65,9 +120,9 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
end
local quad = self.frames[frame] or self.frames[0]
if flip then
love.graphics.draw(self.image, quad, x + 16, y, 0, -1, 1)
love.graphics.draw(image, quad, x + 16, y, 0, -1, 1)
else
love.graphics.draw(self.image, quad, x, y)
love.graphics.draw(image, quad, x, y)
end
end