big bug squash (#261)

This commit is contained in:
bryanthaboi
2026-07-26 13:38:52 -04:00
committed by GitHub
parent a8936e79d6
commit f7695308b7
72 changed files with 7375 additions and 372 deletions
+126 -20
View File
@@ -183,7 +183,22 @@ end
-- the image a battler pic actually draws with this frame
function BattleState:picImage(img)
if self.grayPics then return grayImage(img) end
local PaletteFX = require("src.render.PaletteFX")
-- #207: OG / OG INV / CLASSIC are forced-mono display modes. A battle that
-- exposes no SGB zones (sgbPalettes() == nil) has a whole-screen GRAYS zone
-- invented by PaletteFX.ensureZones, so Renderer:endFrame re-thresholds the
-- WHOLE finished frame through the shade shader a second time (keyed on the
-- red channel). A pic baked with the species' SGB color is then remapped
-- again and loses its warm mid shades -- REDMON's reds 1.0/0.839 both land in
-- the c0 bucket, collapsing CHARMANDER's body into the white paper and
-- leaving only the outline. Emit the raw DMG-gray build instead (exactly
-- what the SE_WAVY_SCREEN grayPics path already does) so the downstream remap
-- recolors 255->c0/170->c1/85->c2/0->c3 and all four shades survive; cool
-- palettes (CYANMON reds 0.678/0.451) already rendered correctly. This mode
-- set mirrors PaletteFX.ensureZones / effectiveColors -- keep them in sync.
local mono = PaletteFX.mode == "og" or PaletteFX.mode == "og_inv"
or PaletteFX.mode == "classic"
if self.grayPics or mono then return grayImage(img) end
return fadeImage(img, self:activeBgp())
end
@@ -666,16 +681,53 @@ local function shownHP(b)
return math.floor(shown)
end
-- Parse a battle message into its rendered lines. The extractor marks
-- \n = next line and \v = CONT (home/text.asm ContText: draw the blinking
-- ▼, WaitForTextScrollButtonPress, then ScrollTextUpOneLine); the boosted /
-- EXP.ALL exp lines end in the CONT code in the ROM (data/generated/text.lua
-- _BoostedText/_WithExpAllText = "...\011"). Each entry is { codes, cont },
-- cont true when the line was preceded by \v. Splitting before Font.encode
-- keeps the control chars out of the glyph stream. The box then types into
-- a rolling 2-line window (self.shown) that scrolls when a 3rd line arrives
-- instead of drawing it off-screen at y=144 (#216).
function BattleState:startMessage(item)
self.current = item
self.lines = {}
self.total = 0
for chunk in (item.text .. "\n"):gmatch("(.-)\n") do
local text = item.text or ""
local pos, cont = 1, false
while true do
local npos = text:find("[\n\v]", pos)
local chunk = npos and text:sub(pos, npos - 1) or text:sub(pos)
local codes = Font.encode(chunk)
table.insert(self.lines, codes)
self.lines[#self.lines + 1] = { codes = codes, cont = cont }
self.total = self.total + #codes
if not npos then break end
cont = text:sub(npos, npos) == "\v"
pos = npos + 1
end
self.shown = {} -- up to two visible lines of revealed glyph codes
self.lineIndex = 0
-- self.charIndex counts glyphs typed across the WHOLE message (drivers read
-- it against self.total); the current line's revealed count is #shown[last]
self.charIndex = 0
self.msgWaiting = nil
self.scrollPx = nil
self:beginMsgLine()
end
-- Start typing the next line into the rolling window. When the box already
-- shows two lines, drop the top one and set the pixel scroll-up
-- (ScrollTextUpOneLine), mirroring TextBox:beginLine.
function BattleState:beginMsgLine()
self.lineIndex = self.lineIndex + 1
local ln = self.lines[self.lineIndex]
self.codes = ln and ln.codes or {}
if #self.shown >= 2 then
table.remove(self.shown, 1)
self.scrollPx = 8
end
self.shown[#self.shown + 1] = {}
end
function BattleState:updateQueue()
@@ -823,8 +875,32 @@ function BattleState:updateQueue()
end
self:startMessage(item)
end
if self.charIndex < self.total then
self.charIndex = math.min(self.total, self.charIndex + 2)
local input = self.game.input
-- a \v CONT wait holds the box until A/B, then scrolls the next line in
-- (home/text.asm ContText); this keeps a 3rd line on-screen (#216)
if self.msgWaiting then
if input:wasPressed("a") or input:wasPressed("b") then
self.msgWaiting = nil
self:beginMsgLine()
end
return true
end
local cur = self.shown[#self.shown]
if #cur < #self.codes then
-- battle typewriter cadence: two glyphs per fixed step (as before)
for _ = 1, 2 do
if #cur >= #self.codes then break end
cur[#cur + 1] = self.codes[#cur + 1]
self.charIndex = self.charIndex + 1
end
elseif self.lineIndex < #self.lines then
-- current line finished, more lines remain: \v waits for A/B + ▼ before
-- scrolling, \n advances now (beginMsgLine scrolls if the box is full)
if self.lines[self.lineIndex + 1].cont then
self.msgWaiting = true
else
self:beginMsgLine()
end
else
local item = self.current
-- TrainerAboutToUseText ends in `done` then DisplayTextBoxID: YES/NO
@@ -841,7 +917,6 @@ function BattleState:updateQueue()
end))
return true
end
local input = self.game.input
if not (item and item.choice)
and (input:wasPressed("a") or input:wasPressed("b")) then
self.current = nil
@@ -2715,12 +2790,15 @@ function BattleState:enemyMonFainted()
-- _WithExpAllText / _BoostedText / _ExpPointsText; the EXP.ALL
-- pass beats the traded boost (wBoostExpByExpAll checks first),
-- and _ExpPointsText prints wExpAmountGained -- the raw share,
-- captured before the max-level cap (experience.asm:92-100)
-- captured before the max-level cap (experience.asm:92-100).
-- _BoostedText / _WithExpAllText end in the CONT code (\v, "...\011"
-- in data/generated/text.lua): the box waits for A/B + ▼ then scrolls
-- the amount line in, so it stays on-screen instead of at y=144 (#216).
local tail = "%d EXP. Points!"
if announce == "expAll" then
tail = "with EXP.ALL,\n" .. tail
tail = "with EXP.ALL,\v" .. tail
elseif mon.traded then
tail = "a boosted\n" .. tail
tail = "a boosted\v" .. tail
end
self:sayNext(("%s gained\n" .. tail):format(name, gained))
end
@@ -2733,6 +2811,17 @@ function BattleState:enemyMonFainted()
require("src.core.Sound").play(game.data, "Level_Up")
return StatBox.new(game, mon)
end)
-- After PrintStatsBox, experience.asm reloads the active battler's
-- wBattleMon and runs DrawHUDsAndHPBars, so its HP bar reflects the
-- higher current HP. Experience.lua:84 already raised mon.hp by
-- (newMaxHP - oldMaxHP); the party mon and the battler share one table
-- (makeBattler), so mon.stats.hp (the bar's denominator) jumps to the
-- new max instantly while the battler's shownHP numerator lags at the
-- old current HP -- the bar SHRINKS (#224). Animate shownHP up to the
-- new current HP (house convention: potions drain the bar too, see
-- itemUsed) so the bar grows instead. Only the active player battler
-- shares its table with the HUD; other party mons (EXP.ALL) have no bar.
if mon == self.player.mon then self:drainNext() end
for _, moveId in ipairs(Experience.movesLearnedAt(
self.data.pokemon[mon.species], lv)) do
self:learnMove(mon, moveId)
@@ -4114,7 +4203,12 @@ function BattleState:drawHUDs(slide)
-- the HUD clears with the send-out text (ClearScreenArea,
-- core.asm:1414-1417) and DrawEnemyHUDAndHPBar (1435) only redraws
-- it after the grow-in + cry
local barData = self:colorMode() and {} or self.data -- gray fill when zoned
-- In colorized modes the zone pass (drawZonePass over BATTLE_ZONES pal 0/1)
-- recolors the bar's DMG gray fill by region, so drawHPBar must skip its
-- per-pixel tint (grayFill) -- otherwise GREENBAR's red-channel-0 fill
-- double-applies and the zone shade shader maps the whole bar to black (#229).
local grayFill = self:colorMode()
local barData = self.data
local fx = self.fx
local hudShake = (fx and fx.hudShakeX) or 0
-- FaintEnemyPokemon clears the enemy HUD area; it stays blank through
@@ -4139,7 +4233,8 @@ function BattleState:drawHUDs(slide)
end
hudTile(0x73, 8, 16)
drawHPBar(barData, 2, 2,
{ hp = shownHP(self.enemy), stats = self.enemy.mon.stats })
{ hp = shownHP(self.enemy), stats = self.enemy.mon.stats },
nil, grayFill)
hudTile(0x74, 8, 24)
for i = 2, 9 do hudTile(0x76, i * 8, 24) end
hudTile(0x78, 80, 24)
@@ -4187,7 +4282,7 @@ function BattleState:drawHUDs(slide)
end
drawHPBar(barData, 10, 9,
{ hp = shownHP(self.player), stats = self.player.mon.stats },
1) -- wHPBarType 1: the $6D cap
1, grayFill) -- wHPBarType 1: the $6D cap
Font.draw(("%3d/%3d"):format(shownHP(self.player), self.player.mon.stats.hp), 88, 80)
hudTile(0x73, 144, 80)
hudTile(0x77, 144, 88)
@@ -4200,16 +4295,27 @@ function BattleState:drawTextArea()
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
if self.phase == "messages" and self.current then
local shown = 0
for li, codes in ipairs(self.lines) do
-- battle text uses every other tile row (hlcoord *,14 / *,16)
local y = 112 + (li - 1) * 16
for i = 1, #codes do
if shown >= self.charIndex then break end
Font.drawCode(codes[i], 8 + (i - 1) * 8, y)
shown = shown + 1
-- rolling 2-line window: shown[1] at row y=112, shown[2] at y=128 (battle
-- text uses every other tile row, hlcoord *,14 / *,16). scrollPx animates
-- the lines up one row (ScrollTextUpOneLine) so a 3rd line scrolls into
-- view instead of drawing off-screen at y=144 (#216).
if self.scrollPx and self.scrollPx > 0 then
self.scrollPx = self.scrollPx - 2
if self.scrollPx <= 0 then self.scrollPx = nil end
end
local off = self.scrollPx or 0
local ys = { 112, 128 }
for li, line in ipairs(self.shown or {}) do
local y = (ys[li] or 128) + off
for i = 1, #line do
Font.drawCode(line[i], 8 + (i - 1) * 8, y)
end
end
-- the blinking down arrow ('▼', glyph $EE) while a \v CONT wait holds the
-- box, bottom-right of the box like TextBox / home/text.asm
if self.msgWaiting and self.frame % 60 < 30 then
Font.drawCode(0xEE, (0 + 20 - 2) * 8, (12 + 6 - 1) * 8 - 4)
end
elseif self.phase == "menu" and self.demo then
-- the old-man script (DisplayBattleMenu, core.asm:2038-2049): the
-- standard menu, with the '▶' hand drawn by the scripted keystrokes
+31
View File
@@ -102,10 +102,41 @@ function Data:seedDefaults()
-- after-battle rows so Blaine's SetEventRange deactivation and talk
-- after-text work like the other gyms (scripts/CinnabarGym.asm).
self:seedCinnabarGymTrainerHeaders()
-- #197: the Fighting Dojo Karate Master is text_asm, so the extractor
-- writes no header for him -- seed one so he engages on sight and has
-- his defeat / re-talk lines (same idea as the Cinnabar seed above).
self:seedFightingDojoKarateMaster()
-- #189: 1F cabin door order vs rooms map (survey zoom)
require("src.world.SsAnneLayout").apply(self.maps)
end
-- The Karate Master (FightingDojo.asm) is a text_asm object: his object has
-- no def_trainers row (DisplayTextID routes to his ASM script), so the
-- extractor emits headers only for the four blackbelts ([2]..[5]). Seed
-- object index [1] so he behaves like the real leader:
-- * range 4 (matches the strongest blackbelt) -> CheckFightingMapTrainers
-- spots the player in his DOWN line and he challenges on sight (#197),
-- * battle = his pre-battle challenge, won = "Hwa! Arrgh! Beaten!",
-- * after = the "Stay and train at Karate with us!" re-talk line.
-- Deliberately NO `event`: EVENT_BEAT_KARATE_MASTER is owned by
-- victories.lua (OPP_BLACKBELT#1) exactly like the gym leaders, and
-- engageTrainer sets header.event *before* checkVictoryRewards runs -- if
-- this header also set it, the reward's flag guard would early-return and
-- swallow the prize dialogue. trainerDefeated tracks him via
-- defeatedTrainers[npc.id] like the leaders.
function Data:seedFightingDojoKarateMaster()
local headers = self.trainer_headers
if not headers then return end
headers.FightingDojo = headers.FightingDojo or {}
if headers.FightingDojo[1] then return end
headers.FightingDojo[1] = {
range = 4,
battle = "_FightingDojoKarateMasterText",
won = "_FightingDojoKarateMasterDefeatedText",
after = "_FightingDojoKarateMasterStayAndTrainWithUsText",
}
end
function Data:seedCinnabarGymTrainerHeaders()
local headers = self.trainer_headers
if not headers or headers.CinnabarGym then return end
+21 -2
View File
@@ -31,7 +31,12 @@ local function indexOf(list, value)
end
local function levelForWire(v)
return v == ANY and nil or v
-- ANY ("use each mon's real level") goes on the wire as nil (no forced
-- level). An explicit guard, not `v == ANY and nil or v`: that idiom's
-- true branch is nil, so it falls through to `or v` and returned the
-- literal "ANY" string, which then crashed math.floor in unpackMon (#204).
if v == ANY then return nil end
return v
end
local function forceLevelLabel(v)
@@ -493,6 +498,14 @@ function LinkState:updateTrade(input)
if t.stage == "done" then
local sent = t.party[t.myPick]
local received, evoTo = t:apply(self.game)
-- Autosave the instant the swap commits into game.save.party, matching the
-- Cable Club: pokered engine/link/cable_club.asm calls SaveSAVtoSRAM
-- (engine/menus/save.asm) right after every trade so the trade is on the
-- cartridge before the animation runs. Without this the received mon
-- lives only in memory until a manual START-menu save, so a force-quit
-- would lose it and a reset would clone the sent mon (#222). Guarded so
-- headless LinkBattle-style fake games with no writeSave are unaffected.
if self.game.writeSave then self.game:writeSave() end
local name = received.nickname or self.game.data.pokemon[received.species].name
Runtime.emit("link.ended", { reason = "done" })
self.net:close()
@@ -510,7 +523,13 @@ function LinkState:updateTrade(input)
("Trade completed!\f%s received\n%s!"):format(game.save.player.name, name),
function()
if evoTo then
require("src.pokemon.Evolution").evolve(game, received, evoTo)
-- via="TRADE": a trade evolution cannot be B-cancelled
-- (pokered LINK_STATE_TRADING skips the flash B-poll) (#213).
-- Re-save once the evolution movie finishes so the evolved
-- species (not the pre-evo landed by t:apply) is what persists,
-- keeping disk in step with the autosave above (#222).
require("src.pokemon.Evolution").evolve(game, received, evoTo,
function() if game.writeSave then game:writeSave() end end, "TRADE")
end
end))
end,
+30 -4
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@@ -43,7 +43,12 @@ Protocol.plainCopy = plainCopy
-- serialize a mon instance for the wire (plain data only). ppUps rides
-- along because the real cable transmitted it and its absence silently
-- capped a PP-Upped move at base PP on the receiving side.
-- capped a PP-Upped move at base PP on the receiving side. ot/otId ride
-- along too: pokered's trade sends the whole party block including each
-- mon's OT ID (party_struct MON_OTID) and the OT-names block (wPartyMonOT),
-- and the receiver keeps them verbatim -- a differing OT/ID is what marks a
-- mon as traded (boosted EXP, high-level disobedience). Omitting them made
-- a received mon show the receiver as its OT (#215).
function Protocol.packMon(mon)
local moves = {}
for _, mv in ipairs(mon.moves) do
@@ -59,6 +64,8 @@ function Protocol.packMon(mon)
dvs = mon.dvs,
statExp = mon.statExp,
moves = moves,
ot = mon.ot,
otId = mon.otId,
extra = plainCopy(mon.extra),
}
end
@@ -71,6 +78,14 @@ function Protocol.unpackMon(data, packed, opts)
local Stats = require("src.pokemon.Stats")
local Growth = require("src.pokemon.Growth")
local strict = opts and opts.strict
-- forceLevel comes from an "auto-level" ruling. The picker's ANY choice
-- ("use each mon's real level", Gen1's only mode) is a string sentinel on
-- the LinkState/Tournament side (see levelForWire) that must mean "no
-- forced level" here. Coerce once so a non-numeric level string -- the ANY
-- sentinel, an old peer, or a mod (#204) -- can never reach math.floor
-- below: tonumber("ANY") == nil, i.e. keep the packed real level, while
-- tonumber(50)/tonumber("50") both give 50.
local forceLevel = opts and tonumber(opts.forceLevel) or nil
local def = data.pokemon[packed.species]
if not def then
if strict then return nil, "unknown POKéMON" end
@@ -81,8 +96,8 @@ function Protocol.unpackMon(data, packed, opts)
-- ignored and everyone rebuilds at the same fixed level instead, so a
-- Lv12 and a Lv100 party can battle on equal footing. Both sides pass
-- the identical forceLevel for a given match, so this stays symmetric.
if opts and opts.forceLevel then
level = math.max(2, math.min(100, math.floor(opts.forceLevel)))
if forceLevel then
level = math.max(2, math.min(100, math.floor(forceLevel)))
end
local dvs = {}
for _, k in ipairs({ "hp", "attack", "defense", "speed", "special" }) do
@@ -115,10 +130,19 @@ function Protocol.unpackMon(data, packed, opts)
-- current HP/status (a different level's numbers, possibly mid-fight)
-- isn't meaningful anymore -- auto-level starts everyone full and fresh,
-- same as a standardized tournament format would
local forced = opts and opts.forceLevel
local forced = forceLevel
local hp = forced and stats.hp
or math.max(0, math.min(stats.hp, math.floor(packed.hp or stats.hp)))
local status = forced and nil or packed.status
-- preserve the sender's original-trainer identity (party_struct MON_OTID +
-- wPartyMonOT on a real cable), clamped/typed like every other field so a
-- tampered packet can't inject a bad ID or a huge name. Left nil when the
-- packet omits them (a v1/old peer) -- no worse than before for that legacy
-- path, and once ot is set the load-time stampOT backfill (mon.ot or ...)
-- becomes a no-op so the sender's identity survives save/reload (#215).
local otId = packed.otId
and math.max(0, math.min(65535, math.floor(packed.otId))) or nil
local ot = type(packed.ot) == "string" and packed.ot:sub(1, 10) or nil
return {
species = packed.species,
level = level,
@@ -129,6 +153,8 @@ function Protocol.unpackMon(data, packed, opts)
hp = hp,
status = status,
nickname = packed.nickname,
ot = ot,
otId = otId,
moves = moves,
-- a namespace whose mod this install lacks survives untouched, so the
-- mon keeps it for the trip home
+6 -1
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@@ -57,7 +57,12 @@ local function levelLabel(v)
end
local function levelForWire(v)
return v == ANY and nil or v
-- ANY ("use each mon's real level") goes on the wire as nil (no forced
-- level). An explicit guard, not `v == ANY and nil or v`: that idiom's
-- true branch is nil, so it falls through to `or v` and returned the
-- literal "ANY" string, which then crashed math.floor in unpackMon (#204).
if v == ANY then return nil end
return v
end
local function forceLevelLabel(v)
+48 -2
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@@ -106,11 +106,55 @@ function Evolution.apply(game, mon, newSpecies, via)
})
end
-- After the "evolved into" text, Gen1 re-runs the level-up learn check on
-- the EVOLVED species (engine/pokemon/evos_moves.asm EvolveMon calls the
-- LearnMoveFromLevelUp predef, engine/pokemon/learn_move.asm) -- a mon
-- evolving at exactly a learnset level gains that move (GYARADOS learns
-- BITE at 20, so MAGIKARP->GYARADOS @20 learns BITE, @21 does not) (#12).
-- Mirrors the rare-candy learn loop in src/ui/BagMenu.lua so a full move
-- list opens the forget prompt. mon.species is already the new species
-- (Evolution.apply ran before the congrats text). onDone runs once the
-- learn list is exhausted, replacing the caller's direct onDone.
function Evolution.learnEvolutionMoves(game, mon, onDone)
local Experience = require("src.battle.Experience")
local def = game.data.pokemon[mon.species]
-- movesLearnedAt uses entry.level == level (exact Gen1 rule); do NOT use
-- Pokemon.movesAtLevel (<= level), which would over-grant older moves.
local moves = Experience.movesLearnedAt(def, mon.level)
local i = 0
local function nextStep()
i = i + 1
local moveId = moves[i]
if not moveId then
if onDone then onDone() end
return
end
for _, mv in ipairs(mon.moves) do
if mv.id == moveId then return nextStep() end
end
local mdef = game.data.moves[moveId]
if not mdef then return nextStep() end
local name = mon.nickname or def.name
if #mon.moves < 4 then
table.insert(mon.moves, { id = moveId, pp = mdef.pp })
Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId })
game.stack:push(TextBox.new(game,
("%s learned\n%s!"):format(name, mdef.name), nextStep))
else
-- LearnMoveFromLevelUp with a full moveset: the forget UI
Screens.push(game, "MoveLearnMenu", mon, moveId, nextStep)
end
end
nextStep()
end
-- Play the evolution movie (flashing forms), then apply + text.
-- Headless (no real graphics) falls back to the plain text flow.
function Evolution.evolve(game, mon, newSpecies, onDone, via)
if love.image and love.image.newImageData then
Screens.push(game, "EvolutionState", mon, newSpecies, onDone)
-- forward `via` so EvolutionState can keep trade evolutions
-- non-cancelable (LINK_STATE_TRADING) while others accept B (#213)
Screens.push(game, "EvolutionState", mon, newSpecies, onDone, via)
return
end
Music.play(game.data, Music.special(game.data, "evolution"))
@@ -120,7 +164,9 @@ function Evolution.evolve(game, mon, newSpecies, onDone, via)
:format(oldName, oldName, game.data.pokemon[newSpecies].name)
game.stack:push(TextBox.new(game, msg, function()
Music.restoreMap(game.data)
if onDone then onDone() end
-- re-run the evolved species' level-up learn check before onDone
-- (evos_moves.asm EvolveMon -> learn_move.asm LearnMoveFromLevelUp, #12)
Evolution.learnEvolutionMoves(game, mon, onDone)
end))
end
+22 -10
View File
@@ -77,7 +77,17 @@ end
-- one-pixel sliver. The fill is tinted with the SGB bar palettes at
-- GetHealthBarColor's thresholds (>= 27 px green, >= 10 yellow, else
-- red).
function HudTiles.drawHPBar(data, tx, ty, mon, barType)
--
-- grayFill (#229): when the caller will colorize this bar with an SGB
-- region palette (BattleState's zone pass, BATTLE_ZONES pal 0/1 =
-- GetHealthBarColor), leave the fill as its raw DMG shade-2 gray and skip
-- the per-pixel tint -- the DMG hardware bar is ONE gray shade recolored by
-- the region palette (engine/gfx/palettes.asm SetPal_Battle,
-- data/sgb/sgb_packets.asm BlkPacket_Battle), never a per-pixel repaint.
-- Tinting first would double-apply the color: GREENBAR's fill {0,189,0} has
-- red channel 0, so the tint zeroes the whole bar's red and the zone's
-- red-channel-keyed shade shader then maps every pixel to color 3 = black.
function HudTiles.drawHPBar(data, tx, ty, mon, barType, grayFill)
local x, y = tx * 8, ty * 8
HudTiles.tile(0x71, x, y)
HudTiles.tile(0x62, x + 8, y)
@@ -86,15 +96,17 @@ function HudTiles.drawHPBar(data, tx, ty, mon, barType)
px = math.max(1, math.floor(mon.hp * 48 / mon.stats.hp))
end
local tint
local PaletteFX = require("src.render.PaletteFX")
local name = px >= 27 and "GREENBAR" or px >= 10 and "YELLOWBAR" or "REDBAR"
local colors = PaletteFX.pal(data, name)
if colors then
local c = colors[3] -- GB color 2 is the fill shade
-- the fill pixels are the 2/3-gray shade; divide so they land on
-- the palette color exactly (the black outline stays black)
tint = { math.min(1, c[1] / 170), math.min(1, c[2] / 170),
math.min(1, c[3] / 170), 1 }
if not grayFill then
local PaletteFX = require("src.render.PaletteFX")
local name = px >= 27 and "GREENBAR" or px >= 10 and "YELLOWBAR" or "REDBAR"
local colors = PaletteFX.pal(data, name)
if colors then
local c = colors[3] -- GB color 2 is the fill shade
-- the fill pixels are the 2/3-gray shade; divide so they land on
-- the palette color exactly (the black outline stays black)
tint = { math.min(1, c[1] / 170), math.min(1, c[2] / 170),
math.min(1, c[3] / 170), 1 }
end
end
for i = 0, 5 do
local seg = math.min(8, math.max(0, px - i * 8))
+44 -17
View File
@@ -50,14 +50,23 @@ PaletteFX.GBC_OBJ = {
}
-- OG BLUE: Pokemon Blue's Game Boy Color boot-ROM auto-palette. Same
-- one-global-pair scheme as OG RED (Blue also ships no CGB code), but the
-- boot ROM colorizes the background blue instead of red -- so "OG RED" for a
-- Blue playthrough is white -> light blue -> dark blue -> black, mirroring
-- GBC_BG channel-for-channel so the blue reads at the same brightness. The
-- OBJ (sprite) palette stays the same green, matching how Red and Blue share
-- the green-character look on a Game Boy Color.
-- one-global-pair scheme as OG RED (Blue also ships no CGB code), but the boot
-- ROM gives Blue its OWN entry rather than a recolored Red: a light-blue/blue
-- BACKGROUND and -- unlike Red -- a PINK object palette (OBP0). Values from
-- Bulbapedia's "List of color palettes ... Generation I" GBC boot-ROM table
-- (BG 0x63A5FF/0x0000FF, OBJ 0xFF8484/0x943A3A), confirmed against a Gambatte
-- hardware capture. The earlier code mirrored GBC_BG channel-for-channel
-- (0x8484FF/0x3A3A94) and reused Red's green sprites for both versions on the
-- premise that Red and Blue "share the green-character look"; both premises
-- are wrong -- Blue's background is a genuinely different blue and its
-- characters are pink (#155). Lightest shade first, like GBC_BG.
PaletteFX.GBC_BG_BLUE = {
{ 255, 255, 255 }, { 132, 132, 255 }, { 58, 58, 148 }, { 0, 0, 0 },
{ 255, 255, 255 }, { 99, 165, 255 }, { 0, 0, 255 }, { 0, 0, 0 },
}
-- Blue's OBJ palette (OBP0) is the red/pink ramp -- the very same colors OG
-- RED uses for its BACKGROUND (GBC_BG), just applied to objects instead.
PaletteFX.GBC_OBJ_BLUE = {
{ 255, 255, 255 }, { 255, 132, 132 }, { 148, 58, 58 }, { 0, 0, 0 },
}
-- The active game's OG boot-ROM background palette: blue for a Blue
@@ -69,6 +78,16 @@ function PaletteFX.ogBg()
return PaletteFX.GBC_BG
end
-- The active game's OG boot-ROM object palette (OBP0): Blue's pink ramp for a
-- Blue playthrough, Red's green otherwise. Returns the colors AND a
-- version-distinct cache-group string, because SpriteRenderer.getObpImage keys
-- its baked-image cache by (image path, group): a shared group would collide a
-- Red bake with a Blue one and one version would show the other's colors.
function PaletteFX.ogObj()
if GameVersion.isBlue() then return PaletteFX.GBC_OBJ_BLUE, "gbcobj_blue" end
return PaletteFX.GBC_OBJ, "gbcobj"
end
local INV_MAP = { [0] = 3, [1] = 2, [2] = 1, [3] = 0 }
function PaletteFX.shader()
@@ -183,17 +202,25 @@ function PaletteFX.usesGbcPack(mode)
end
-- Whether the active mode bakes a per-OBJ palette onto overworld sprites
-- (the OBP bake + post-zone redraw path). ONLY OG RED does: it wears the
-- GBC boot-ROM green object palette (PaletteFX.GBC_OBJ) so the player and
-- NPCs stay green over the red background, exactly like Pokemon Red on a
-- Game Boy Color. SGB mode deliberately does NOT: an SGB OBJ carries no
-- palette of its own, so the characters tint with the whole-map region
-- palette along with the terrain (the Super Game Boy never colored Pokemon
-- Red's sprites separately -- baking a per-sprite palette there was the
-- "reds coloring on the player/NPCs" bug). RED++ colors sprites through
-- the usesGbcPack() path in SpriteRenderer instead.
-- (the OBP bake + post-zone redraw path). OG RED and SGB both do: characters
-- wear the GBC boot-ROM object palette (PaletteFX.ogObj -- green over Red's red
-- background, pink over Blue's blue background), so the player and NPCs carry a
-- fixed object color instead of tinting with whatever region palette their
-- feet stand over. On real hardware a sprite is an OBJ colored by an OBJ
-- palette (color/sprites.asm ColorOverworldSprite), distinct from the BG it
-- overlaps -- so Red's cap must stay green in tall grass, not turn the ROUTE
-- palette's light-blue (issue #150: SGB region-tinting sent the cap to shade-2
-- = light-blue and the character clashed with the grass it should blend into).
-- Terrain is unaffected -- pal() below still hands SGB its per-map BG palette;
-- only OG RED short-circuits BG to the one global red palette. An EARLIER
-- attempt at per-sprite SGB color baked GBC_BG (the RED background ramp) onto
-- characters -- that was the "reds coloring on the player/NPCs" bug; the object
-- palette is GBC_OBJ (green), so baking it here is the fix, not that
-- regression. RED++ colors sprites through the usesGbcPack() path in
-- SpriteRenderer instead.
function PaletteFX.usesSpriteObp(mode)
return (mode or PaletteFX.mode) == "ogred"
mode = mode or PaletteFX.mode
return mode == "ogred" or mode == "gbc"
end
-- ------- post-zone sprite redraw (GBC mode)
+28 -4
View File
@@ -46,18 +46,30 @@ Renderer.UPRIGHT_MARGIN = 160
-- non-square "pixels", and movement judder (issue #87). Always derive the
-- crisp integer scale from the drawable pixel size; draw with (pixels/dpi)
-- so the GPU lands on whole framebuffer pixels. Desktop dpi=1 is unchanged.
--
-- `dpi` here must be the factor LOVE actually applies to every draw call
-- (getDPIScale), NOT the drawable/unit size ratio pw/ww. On a normal device
-- those are equal (getPixelDimensions == getDimensions * getDPIScale), but on
-- the AYN Thor dual-screen surface in forced landscape they diverge: LOVE
-- reports pw/ww ≈ 1 while its real transform is 1.5, so scaling by pw/ww lands
-- each GB pixel on Sp*(getDPIScale/(pw/ww)) physical pixels -- a fractional,
-- stretched/non-square count (issue #208). Prefer getDPIScale so draws land
-- on whole physical pixels through LOVE's actual transform; fall back to pw/ww
-- (then 1) only when getDPIScale is unavailable. Since getDPIScale == pw/ww
-- on every normal device, #87's behavior is byte-identical there.
local function displayMetrics()
local ww, wh = love.graphics.getDimensions()
local pw, ph = ww, wh
if love.graphics.getPixelDimensions then
pw, ph = love.graphics.getPixelDimensions()
end
local dpi = 1
if ww > 0 and pw > 0 then
dpi = pw / ww
elseif love.graphics.getDPIScale then
local dpi
if love.graphics.getDPIScale then
dpi = love.graphics.getDPIScale()
end
if (not dpi or dpi < 1e-6) and ww > 0 and pw > 0 then
dpi = pw / ww
end
if not dpi or dpi < 1e-6 then dpi = 1 end
return ww, wh, pw, ph, dpi
end
@@ -99,6 +111,18 @@ function Renderer:fitScale()
return math.max(1, math.floor(math.min(pw / self.WIDTH, ph / self.HEIGHT)))
end
-- The LOVE-unit draw scale endFrame uses for the UI blit: the integer
-- framebuffer scale (fitScale) divided by the live coordinate->pixel factor,
-- so a GB pixel lands on fitScale() whole PHYSICAL pixels once LOVE applies
-- its own transform (fitScale() == drawScale() * dpi). Exposed so #208's
-- regression can assert GB pixels stay square on divergent-DPI surfaces
-- without reaching into endFrame's locals; endFrame recomputes the same value
-- inline (`S = Sp / dpi`).
function Renderer:drawScale()
local _, _, _, _, dpi = displayMetrics()
return self:fitScale() / dpi
end
-- world-pass canvas size in world pixels: enough to fill the window at s'.
-- In tilt mode the canvas grows (both dimensions, by Tilt.viewGrowth) so
-- the projected ground plane still covers the whole window with no
+11 -6
View File
@@ -105,7 +105,10 @@ function SpriteRenderer:resolveImage()
local colors, group = PaletteFX.spriteObp(self.def, self.seed)
if colors then return getObpImage(self.def.image, colors, group) end
elseif PaletteFX.usesSpriteObp() then
return getObpImage(self.def.image, PaletteFX.GBC_OBJ, "gbcobj")
-- OG boot-ROM OBJ palette: green on Red, pink on Blue (PaletteFX.ogObj
-- returns colors + a version-distinct cache group so the two never
-- collide in obpCache) -- see issue #155
return getObpImage(self.def.image, PaletteFX.ogObj())
end
return self.image
end
@@ -141,11 +144,13 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
image = getObpImage(self.def.image, colors, group)
end
elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then
-- OG RED (GBC boot-ROM look): every OBJ wears the one global green
-- object palette. The red BG zone shader still runs over the world
-- canvas, so the baked sprite is queued for a post-zone redraw
-- (PaletteFX.markSpriteRedraw) that restores its green pixels on top.
image = getObpImage(self.def.image, PaletteFX.GBC_OBJ, "gbcobj")
-- OG RED (GBC boot-ROM look): every OBJ wears the one global object
-- palette -- green over Red's red background, pink over Blue's blue
-- background (PaletteFX.ogObj, #155). The BG zone shader still runs over
-- the world canvas, so the baked sprite is queued for a post-zone redraw
-- (PaletteFX.markSpriteRedraw) that restores its object-colored pixels on
-- top.
image = getObpImage(self.def.image, PaletteFX.ogObj())
redraw = true
end
-- single-frame sprites (item balls, fossils...) have one fixed pose;
+17 -7
View File
@@ -214,11 +214,10 @@ local function useOn(game, battle, id, target, list, moveIndex)
and ow.map.id ~= "AGATHAS_ROOM" then
list:close()
consume(game, id)
require("src.core.Sound").play(game.data, "Teleport_Exit1")
ow.player.surfing = false
-- EnterMapAnim on arrival (BIT_ESCAPE_WARP / special warp path);
-- blackouts omit arrive="teleport" (HandleBlackOut has no LeaveMapAnim)
ow:warpToHealPoint(nil, { arrive = "teleport" })
-- LeaveMapAnim spin-up + SFX_TELEPORT_EXIT_1, a fade, then land OUTSIDE
-- the last Pokémon Center town door like Fly (#196), via the shared
-- departure helper -- the same path Dig/Teleport take from the party menu
ow:beginTeleportOut()
else
showMessages(game, { "OAK: " .. game.save.player.name
.. "!\nThis isn't the\ntime to use that!" })
@@ -303,7 +302,8 @@ local function pickTargetAndUse(game, battle, id, list)
-- the ETHERs and PP UP open the move menu after picking a mon
-- (ItemUsePPRestore / ItemUsePPUp); the ELIXERs hit every move
local wantsMove = id == "ETHER" or id == "MAX_ETHER" or id == "PP_UP"
require("src.ui.Screens").push(game, "PartyMenu", {
local def = game.data.items[id]
local opts = {
pickOnly = true,
onSwitch = function(mon)
if not wantsMove then
@@ -326,7 +326,17 @@ local function pickTargetAndUse(game, battle, id, list)
end,
}))
end,
})
}
-- TM/HM: open the party menu in Gen 1's TM/HM display mode so each mon
-- shows ABLE / NOT ABLE from its learnset and the prompt reads "Use TM on
-- which POKeMON?" (engine/items/item_effects.asm ItemUseTMHM ->
-- party_menu.asm TM/HM type). Stones and other pickOnly items keep the
-- plain HP layout (Gen 1 shows no ABLE/NOT ABLE for them), so gate
-- strictly on def.machine. #210
if def and def.machine then
opts.tmhm = { move = def.machine.move, kind = def.machine.kind }
end
require("src.ui.Screens").push(game, "PartyMenu", opts)
end
local function useItem(game, battle, id, list)
+42 -8
View File
@@ -1,8 +1,11 @@
-- The evolution movie (engine/movie/evolution.asm): the mon's pic
-- flashes back and forth with the evolved form, speeding up, then the
-- new form appears with its cry and the congratulations text.
-- B during the flash cancels ("Huh? ... stopped evolving!"? -- Gen 1
-- has no cancel; the flash always completes).
-- pokered engine/pokemon/evos_moves.asm (EvolveMon) polls hJoyHeld during
-- the flash: holding B aborts the evolution -- the mon keeps its species
-- and _StoppedEvolvingText ("Huh? MON stopped evolving!") prints. The
-- lone exception is trade evolutions (wLinkState == LINK_STATE_TRADING),
-- which skip that poll and cannot be cancelled (#213).
local Font = require("src.render.Font")
local Music = require("src.core.Music")
@@ -14,7 +17,10 @@ EvolutionState.isOpaque = true
-- SGB: SetPal_PokemonWholeScreen for the mon on display
function EvolutionState:sgbPalettes(game)
local P = require("src.render.PaletteFX")
local species = self.done and self.newSpecies or self.mon.species
-- a cancelled evolution keeps the old species (never applied), so only
-- colorize with the new form once it has actually evolved
local species = (self.done and not self.canceled) and self.newSpecies
or self.mon.species
local c = P.monPal(game.data, species)
if c then return { P.whole(c) } end
return P.wholeNamed(game.data, "MEWMON")
@@ -29,17 +35,22 @@ local function frontSprite(game, species)
return ok and img or nil
end
function EvolutionState.new(game, mon, newSpecies, onDone)
function EvolutionState.new(game, mon, newSpecies, onDone, via)
local self = setmetatable({}, EvolutionState)
self.game = game
self.mon = mon
self.newSpecies = newSpecies
self.onDone = onDone
self.via = via
-- evos_moves.asm: only trade evolutions (LINK_STATE_TRADING) skip the
-- B-cancel poll; level-up, stone and rare-candy evos are all cancelable.
self.cancelable = (via ~= "TRADE")
self.oldName = mon.nickname or game.data.pokemon[mon.species].name
self.oldSprite = frontSprite(game, mon.species)
self.newSprite = frontSprite(game, newSpecies)
self.t = 0
self.done = false
self.canceled = false
Music.play(game.data, Music.special(game.data, "evolution"))
return self
end
@@ -47,11 +58,28 @@ end
function EvolutionState:update(dt)
self.t = self.t + 1
if self.done then return end
local game = self.game
-- evos_moves.asm EvolveMon: each flash iteration polls hJoyHeld and, for
-- a cancelable evolution, aborts when B is held -- the mon keeps its
-- species (Evolution.apply never runs) and _StoppedEvolvingText prints.
if self.cancelable and game.input:isDown("b") then
self.done = true
self.canceled = true
local TextBox = require("src.render.TextBox")
-- mirrors data/generated/text.lua _StoppedEvolvingText
game.stack:push(TextBox.new(game,
("Huh? %s\nstopped evolving!"):format(self.oldName),
function()
Music.restoreMap(game.data)
game.stack:pop() -- the evolution screen itself
if self.onDone then self.onDone() end
end))
return
end
if self.t >= FLASH_FRAMES then
self.done = true
local game = self.game
local Evolution = require("src.pokemon.Evolution")
Evolution.apply(game, self.mon, self.newSpecies)
Evolution.apply(game, self.mon, self.newSpecies, self.via)
require("src.core.Sound").playCry(game.data, self.newSpecies)
local TextBox = require("src.render.TextBox")
local newName = game.data.pokemon[self.newSpecies].name
@@ -61,7 +89,12 @@ function EvolutionState:update(dt)
function()
Music.restoreMap(game.data)
game.stack:pop() -- the evolution screen itself
if self.onDone then self.onDone() end
-- Gen1 re-runs the level-up learn check on the evolved species
-- after the "evolved into" text (evos_moves.asm EvolveMon ->
-- learn_move.asm LearnMoveFromLevelUp, #12). Pop the evo screen
-- first so the "learned MOVE!" text / forget prompt push onto the
-- overworld / battle-return, not this state.
Evolution.learnEvolutionMoves(game, self.mon, self.onDone)
end))
end
end
@@ -73,7 +106,8 @@ function EvolutionState:draw()
-- accelerating flash between the two forms
local sprite
if self.done then
sprite = self.newSprite
-- a cancelled evolution settles back on the original form
sprite = self.canceled and self.oldSprite or self.newSprite
else
local period = math.max(4, 28 - math.floor(self.t / 40) * 6)
local showNew = math.floor(self.t / period) % 2 == 1
+6 -2
View File
@@ -11,9 +11,13 @@ function FlyMenu.new(game)
local visited = game.save.visited or {}
local seen = {}
for _, mapId in ipairs(game.data.field.flyOrder or {}) do
-- towns only (dungeon escape spots share the table), each listed once
-- towns only (dungeon escape spots share the table), each listed once.
-- Indigo Plateau (tileset PLATEAU) is a valid Fly destination too, so allow
-- it past the OVERWORLD-only isOutdoor gate while the CAVERN/FACILITY escape
-- spots stay excluded (LoadTownMap_Fly cycles it like any town, #203).
local def = game.data.maps[mapId]
if visited[mapId] and def and Map.isOutdoor(def) and not seen[mapId] then
if visited[mapId] and def and not seen[mapId]
and (Map.isOutdoor(def) or def.tileset == "PLATEAU") then
seen[mapId] = true
table.insert(items, {
value = mapId,
+96 -23
View File
@@ -132,6 +132,10 @@ function PartyMenu.new(game, opts)
self.onSwitch = opts.onSwitch
self.onCancel = opts.onCancel
self.pickOnly = opts.pickOnly
-- TM/HM teaching: opts.tmhm = { move, kind } switches the list to Gen 1's
-- TM/HM display (ABLE / NOT ABLE per mon instead of the HP bar, and the
-- "Use TM on which POKeMON?" prompt). Set by BagMenu.pickTargetAndUse. #210
self.tmhm = opts.tmhm
self.forceSwitch = opts.forceSwitch
self.battle = opts.battle
self.party = opts.party -- link battles pass their clamped copies
@@ -178,8 +182,15 @@ function PartyMenu:update(dt)
elseif action == "switch" then
self.swapFrom = self.index
elseif action == "fly" then
-- FLY opens the TOWN MAP with a cursor over the visited fly towns,
-- not a plain text list (engine/menus/town_map.asm LoadTownMap_Fly).
-- flyTo (OverworldController) validates the fly-warp + runs the
-- departure/warp, so we just hand it the chosen mapId (#195).
local ow = self.game.overworld
self.game.stack:pop() -- close the party menu
Screens.push(self.game, "FlyMenu")
Screens.push(self.game, "TownMap", { fly = true, onFly = function(mapId)
if ow then ow:flyTo(mapId) end
end })
return
elseif action == "flash" then -- FLASH lights dark tunnels
-- start_sub_menus.asm .flash: PrintText _FlashLightsAreaText, then
@@ -304,21 +315,15 @@ function PartyMenu:update(dt)
-- 1/5 of the user's max HP to a chosen teammate
self.softboiledFrom = self.index
elseif action == "escape" then
-- DIG / TELEPORT both warp to the last Pokémon Center town
-- (wLastBlackoutMap, special_warps.asm escape warp); .dig/.teleport
-- end with GBPalWhiteOutWithDelay3 + jp .goBackToMap
-- DIG / TELEPORT warp to the last Pokémon Center TOWN (wLastBlackoutMap,
-- special_warps.asm escape warp). pokered's .dig/.teleport spin the
-- player up (LeaveMapAnim), white/fade out, then land it; this port
-- lands OUTSIDE the town PC door like Fly (#196). beginTeleportOut
-- centralizes the spin -> fade -> warp so BagMenu's ESCAPE ROPE shares
-- the exact departure; the fade + warp fire when the spin ends.
local ow = self.game.overworld
local heal = self.game.save.lastHeal
local Transition = require("src.render.Transition")
self.game.stack:pop()
if ow and heal then
self.game.stack:push(Transition.whiteFlash(self.game, nil, function()
require("src.core.Sound").play(self.game.data, "Teleport_Exit1")
-- EnterMapAnim on arrival (HandleFlyWarpOrDungeonWarp sets
-- BIT_FLY_WARP); blackouts must not pass arrive="teleport"
ow:warpToHealPoint(nil, { arrive = "teleport" })
end))
end
if ow then ow:beginTeleportOut() end
return
end
self.submenu = nil
@@ -436,6 +441,30 @@ function PartyMenu:update(dt)
end
end
-- The bottom-of-screen context message for the current menu state
-- (pokered engine/menus/party_menu.asm PartyMenuMessage / RedrawPartyMenu_):
-- the party menu always prints a message in the bottom text box. With the
-- normal message id that is PartyMenuBattleText ("Bring out which POKéMON?")
-- when IsInBattle else PartyMenuNormalText ("Choose a POKéMON."); the swap /
-- item / TM-HM ids print their own strings, which draw() handles inline.
-- Pure (no side effects) so drivers can assert it. #147
function PartyMenu:bottomMessage()
if self.swapFrom then
return "Move to where?"
elseif self.softboiledFrom or self.pickOnly then
return "Use on which one?"
elseif self.tmhm then
return self.game.data.text._PartyMenuUseTMText
or "Use TM on which\nPOKéMON?"
elseif self.battle then
return self.game.data.text._PartyMenuBattleText
or "Bring out which\nPOKéMON?"
else
return self.game.data.text._PartyMenuNormalText
or "Choose a POKéMON."
end
end
function PartyMenu:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
@@ -462,16 +491,34 @@ function PartyMenu:draw()
-- PrintLevel overwrites the <LV> tile with the third digit
Font.draw(tostring(mon.level), 104, y)
end
if mon.hp <= 0 then
Font.draw("FNT", 136, y)
elseif mon.status then
Font.draw(mon.status, 136, y)
if self.tmhm then
-- TM/HM teaching menu (engine/menus/party_menu.asm PrintPartyMenu):
-- the second row shows the inline "ABLE" / "NOT ABLE" learnability
-- strings in place of the HP bar and status, decided by CanLearnTM.
-- The learnset scan mirrors ItemEffects.use so the display can never
-- disagree with the actual teach. #210
local can = false
for _, m in ipairs(def.tmhm or {}) do
if m == self.tmhm.move then can = true break end
end
-- right-aligned so the shorter "ABLE" shares "NOT ABLE"'s right edge
if can then
Font.draw("ABLE", 120, y + 8)
else
Font.draw("NOT ABLE", 88, y + 8)
end
else
if mon.hp <= 0 then
Font.draw("FNT", 136, y)
elseif mon.status then
Font.draw(mon.status, 136, y)
end
-- the colored tile HP bar (DrawHP2 + SetPartyMenuHPBarColor)
love.graphics.setColor(1, 1, 1, 1)
HudTiles.drawHPBar(self.game.data, 5, (y + 8) / 8, mon)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(("%3d/%3d"):format(mon.hp, mon.stats.hp), 104, y + 8)
end
-- the colored tile HP bar (DrawHP2 + SetPartyMenuHPBarColor)
love.graphics.setColor(1, 1, 1, 1)
HudTiles.drawHPBar(self.game.data, 5, (y + 8) / 8, mon)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(("%3d/%3d"):format(mon.hp, mon.stats.hp), 104, y + 8)
if i == self.index then
Font.drawCode(Theme.cursor, 0, y)
end
@@ -483,8 +530,34 @@ function PartyMenu:draw()
Font.draw("Move to where?", 8, 136)
elseif self.softboiledFrom then
Font.draw("Use on which one?", 8, 136)
elseif self.tmhm then
-- "Use TM on which\nPOKeMON?" in the standard bottom text box
-- (party_menu.asm keeps the message box for the TM/HM menu); box + line
-- geometry match TextBox's default (rows 12-17, text on rows 14/16). #210
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
local prompt = self.game.data.text._PartyMenuUseTMText
or "Use TM on which\nPOKéMON?"
local ly = 112
for line in (prompt .. "\n"):gmatch("([^\n]*)\n") do
Font.draw(line, 8, ly)
ly = ly + 16
end
elseif self.pickOnly then
Font.draw("Use on which one?", 8, 136)
else
-- default field party menu (StartMenu) and the battle voluntary-switch
-- (BattleState:openParty): Gen1 prints PartyMenuNormalText / PartyMenuBattleText
-- in the standard bottom text box (party_menu.asm PartyMenuMessage), not
-- plain bottom-row text. Box + line geometry match the #210 TM/HM case and
-- TextBox's default (rows 12-17, text on rows 14/16). #147
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
local ly = 112
for line in (self:bottomMessage() .. "\n"):gmatch("([^\n]*)\n") do
Font.draw(line, 8, ly)
ly = ly + 16
end
end
if self.submenu then
local n = #self.subItems
+5 -2
View File
@@ -106,8 +106,11 @@ local function sell(game)
onChoose = function(item)
local def = game.data.items[item.value]
-- only key items and HMs are unsellable (pokemart.asm IsKeyItem /
-- IsItemHM); zero-price items like ETHER sell for ¥0
if (def and def.keyItem) or item.value:find("^HM_") then
-- IsItemHM); zero-price items like ETHER sell for ¥0. An unknown id
-- (nil def) has no price, so treat it as unsellable too rather than
-- indexing nil below -- guards saves that already picked up a bogus
-- ITEM_NONE "0" from Blue's House before that pickup was fixed (#11).
if not def or def.keyItem or item.value:find("^HM_") then
list.footer = txt(game, "_PokemartUnsellableItemText",
"I can't put a\nprice on that.")
return
+9 -2
View File
@@ -5,6 +5,13 @@
-- A on page 2) closes.
local Font = require("src.render.Font")
-- status_screen.asm PrintMonType prints the type's DISPLAY name from the
-- TypeNames table, not the constant: species types are stored as pokered
-- constants (RomExtractor:typesById) and PSYCHIC's is "PSYCHIC_TYPE" (so it
-- won't collide with the PSYCHIC move), which would overflow the TYPE field.
-- TypeChart.displayName maps it back to "PSYCHIC", like HallOfFame and the
-- battle move-type box already do (#214).
local TypeChart = require("src.battle.TypeChart")
local SummaryMenu = {}
SummaryMenu.__index = SummaryMenu
@@ -99,10 +106,10 @@ function SummaryMenu:draw()
-- TYPE1/TYPE2/IDNo/OT column (10,9) with values indented (11,10)
drawLineBox(19, 9, 8, 6)
Font.draw("TYPE1/", 80, 72)
Font.draw(def.types[1] or "", 88, 80)
Font.draw(def.types[1] and TypeChart.displayName(def.types[1]) or "", 88, 80)
if def.types[2] then
Font.draw("TYPE2/", 80, 88)
Font.draw(def.types[2], 88, 96)
Font.draw(TypeChart.displayName(def.types[2]), 88, 96)
end
Font.draw("IDNo/", 80, 104)
-- the trainer ID is rolled at new game (SaveData.newGame) and
+101 -10
View File
@@ -7,6 +7,11 @@
-- the selected name in a banner up top, and the player's current
-- location blinking. List mode (townMap data missing): up/down through
-- an ordered list of fly towns instead. B closes.
--
-- Fly mode (opts.fly + opts.onFly, LoadTownMap_Fly): the same Kanto map,
-- but the cursor cycles ONLY the visited fly destinations (Up/Down, in fly
-- order), the banner reads "To <NAME>", and A calls onFly(mapId) to depart.
-- This is what the party-menu FLY field move opens (#195).
local Font = require("src.render.Font")
local Sound = require("src.core.Sound")
@@ -80,7 +85,10 @@ local function buildLocations(game)
local seen = {}
for _, mapId in ipairs(field.flyOrder or {}) do
local def = game.data.maps and game.data.maps[mapId]
if not seen[mapId] and def and Map.isOutdoor(def) then
-- accept the PLATEAU tileset too so Indigo Plateau shows on the
-- stale-asset list fallback, matching the fly-list filter (#203)
if not seen[mapId] and def
and (Map.isOutdoor(def) or def.tileset == "PLATEAU") then
seen[mapId] = true
local loc = { name = mapId:gsub("_", " ") }
table.insert(locs, loc)
@@ -119,6 +127,42 @@ local function markerXY(loc)
return loc.x * 8 + 16, loc.y * 8 + 8
end
-- the row-0 name banner; fly mode prefixes "To " like LoadTownMap_Fly
-- (engine/menus/town_map.asm prints the destination as "To <NAME>")
function TownMap:bannerText(loc)
return (self.fly and "To " or "") .. loc.name
end
-- Fly mode selection set (engine/menus/town_map.asm LoadTownMap_Fly): the
-- cursor cycles ONLY the visited fly destinations, in fly order, each landing
-- on its town square. Built from field.flyOrder filtered to visited outdoor
-- towns that have a fly-warp spot, deduped, reusing the grid loc so the cursor
-- lands on the town and its name shows in the banner.
local function buildFlyList(game, byMap)
local field = game.data.field or {}
local visited = game.save.visited or {}
local flyWarps = field.flyWarps or {}
local Map = require("src.world.Map")
local flyLocs, flyMapIds, seen = {}, {}, {}
for _, mapId in ipairs(field.flyOrder or {}) do
local def = game.data.maps and game.data.maps[mapId]
-- INDIGO_PLATEAU is a normal Fly spot (engine/menus/town_map.asm
-- LoadTownMap_Fly cycles it like any town), but its map uses tileset
-- "PLATEAU" not OVERWORLD, so Map.isOutdoor() alone dropped it from the
-- cursor even though it is visited and has a fly warp. Allow PLATEAU here
-- while the CAVERN/FACILITY dungeon escape spots that share flyOrder still
-- fail the gate and stay out (#203).
if not seen[mapId] and visited[mapId] and flyWarps[mapId]
and def and (Map.isOutdoor(def) or def.tileset == "PLATEAU") then
seen[mapId] = true
local loc = byMap[mapId] or { name = mapId:gsub("_", " ") }
table.insert(flyLocs, loc)
flyMapIds[#flyLocs] = mapId
end
end
return flyLocs, flyMapIds
end
-- opts.nestSpecies: the Pokédex AREA screen (LoadTownMap_Nest) --
-- blink a nest icon on every map whose wild slots hold the species
function TownMap.new(game, opts)
@@ -152,6 +196,26 @@ function TownMap.new(game, opts)
or "assets/generated/townmap/nest.png")
self.nestIcon = ok and img or nil
end
if opts.fly then
-- FLY picker (LoadTownMap_Fly): restrict the selectable set to the
-- visited fly towns so Up/Down cycle only those and A knows the mapId.
local flyLocs, flyMapIds = buildFlyList(game, self.byMap)
if #flyLocs > 0 then
self.fly = true
self.onFly = opts.onFly
self.locs = flyLocs
self.flyMapIds = flyMapIds
-- grid rendering needs coords on every entry; without them fall back to
-- the name list so the fly screen still works on stale asset builds
if self.mode == "grid" then
for _, loc in ipairs(flyLocs) do
if not (loc.x and loc.y) then self.mode = "list" break end
end
end
end
-- with nothing visited yet there is nowhere to fly: leave self.fly unset
-- so the screen degrades to a plain viewer (B closes)
end
-- the player's current location (guard: overworld may not be running)
local mapId = game.overworld and game.overworld.map and game.overworld.map.id
self.playerLoc = mapId and self.byMap[mapId] or nil
@@ -199,7 +263,19 @@ function TownMap:update(dt)
self.game.stack:pop()
return
end
if self.nestSpecies then
if self.fly then
-- LoadTownMap_Fly: Up/Down cycle the visited destinations, A flies there,
-- B cancels (handled above). moveList walks self.locs, now the fly list.
if input:wasPressed("a") then
Sound.play(self.game.data, "Press_AB")
local mapId = self.flyMapIds[self.sel]
self.game.stack:pop()
if mapId and self.onFly then self.onFly(mapId) end
return
elseif input:wasPressed("up") then self:moveList(-1)
elseif input:wasPressed("down") then self:moveList(1)
end
elseif self.nestSpecies then
if input:wasPressed("a") then
Sound.play(self.game.data, "Press_AB")
self.game.stack:pop()
@@ -260,18 +336,28 @@ function TownMap:draw()
love.graphics.setColor(1, 1, 1, 1)
return
end
-- the player's current location blinks (slow phase)
-- the player's current location blinks (slow phase). Paint it with a
-- palette-safe DARK shade (red 0), not red: this screen composites through
-- the TOWNMAP SGB shade-remap shader (PaletteFX.shader), which keys ONLY on
-- the red channel, and a red-0.75 dot lands in the c1 bucket = TOWNMAP
-- {165,214,255}, the exact light-blue used for the water and the town-square
-- fill, so the marker was drawn but recolored invisible (#152). Red 0 -> c3
-- {25,16,16} = a solid dark "you are here" dot, visible on land and water.
if self.playerLoc and self.blink < 20 then
local x, y = markerXY(self.playerLoc)
love.graphics.setColor(0.75, 0.1, 0.1, 1)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", x + 2, y + 2, 4, 4)
love.graphics.setColor(1, 1, 1, 1)
end
-- blinking cursor on the selected location
-- blinking cursor on the selected location. markerXY is the 8x8 cell's
-- top-left; the cursor asset is a 16x16 hollow frame centered on its own
-- (8,8), so draw it -4,-4 to enclose the cell (engine/menus/town_map.asm
-- draws the box cursor CENTERED on the selected location). Drawing it at
-- the cell top-left put the square in the frame's top-left quadrant (#152).
if selected and self.blink % 16 < 10 then
local x, y = markerXY(selected)
if self.bg.cursor then
love.graphics.draw(self.bg.cursor, x, y)
love.graphics.draw(self.bg.cursor, x - 4, y - 4)
else
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("line", x + 0.5, y + 0.5, 7, 7)
@@ -281,7 +367,7 @@ function TownMap:draw()
-- the name strip on row 0 (DisplayTownMap: ClearScreenArea + name)
love.graphics.rectangle("fill", 0, 0, 160, 8)
love.graphics.setColor(0, 0, 0, 1)
if selected then Font.draw(selected.name, 8, 0) end
if selected then Font.draw(self:bannerText(selected), 8, 0) end
love.graphics.setColor(1, 1, 1, 1)
return
end
@@ -294,7 +380,9 @@ function TownMap:draw()
drawSquare(loc)
end
if self.playerLoc and self.blink < 20 then
love.graphics.setColor(0.75, 0.1, 0.1, 1)
-- palette-safe dark, same red-channel shade-remap reason as the primary
-- grid path above (#152); stale-asset builds hit this fallback square
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", self.playerLoc.x * 8 + 2,
self.playerLoc.y * 8 + 2, 4, 4)
end
@@ -317,7 +405,10 @@ function TownMap:draw()
end
Font.draw(loc.name, 24, y)
if loc == self.playerLoc and self.blink < 20 then
-- blinking marker on the player's current town
-- blinking marker on the player's current town; force the palette-safe
-- dark shade explicitly so the red-channel shade-remap keeps it
-- visible regardless of Font.draw's leftover color (#152)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", 24 + #loc.name * 8 + 6, y + 2, 4, 4)
end
end
@@ -327,7 +418,7 @@ function TownMap:draw()
-- name banner across the top
Font.drawBox(0, 0, 20, 3)
love.graphics.setColor(0, 0, 0, 1)
if selected then Font.draw(selected.name, 8, 8) end
if selected then Font.draw(self:bannerText(selected), 8, 8) end
love.graphics.setColor(1, 1, 1, 1)
end
+10
View File
@@ -204,6 +204,16 @@ function Map:isWalkableCell(cx, cy)
end
function Map:isGrassCell(cx, cy)
-- Off-map cells never count as tall grass (issue #217). cellTile
-- border-extends out-of-bounds coordinates with the map's borderBlock,
-- and some border blocks (e.g. ROUTE_1's block 11) have the grass tile
-- ($52 = 82) in their bottom row -- filler scenery, never standable
-- grass. During a map-connection seam step crossConnection parks the
-- player one cell before the entry point (cellY = -1 crossing Viridian
-- City -> Route 1), so without this guard the feet-overdraw painted an
-- animated grass tuft over the player's head for the whole step. pokered
-- only ever reads $52 from loaded map tiles, not the border filler.
if not self:inBounds(cx, cy) then return false end
local grass = self.tileset.grassTile
return grass ~= nil and self:cellTile(cx, cy) == grass
end
+139 -17
View File
@@ -222,17 +222,31 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
self.map.renderer:rebuild()
self.cutBlocks[mapId] = nil
end
-- Silph Co card key doors: the .blk layouts ship with the doorways
-- open; each floor's map script stamps the closed door block on load
-- until its unlock event is set (scripts/SilphCo2F.asm
-- SilphCo2FGateCallbackScript et al., closed blocks $54/$5f/$20)
-- Silph Co card key doors + Rocket Hideout elevator gates: the .blk
-- layouts ship with the doorways open; each floor's map script stamps
-- the closed door block on load until its unlock event is set
-- (scripts/SilphCo2F.asm SilphCo2FGateCallbackScript et al., closed
-- blocks $54/$5f/$20; scripts/RocketHideoutB1F.asm +
-- RocketHideoutB4F.asm ...DoorCallbackScript, closed blocks $54/$2d over
-- the lift doorway). A door opens on its single `event`, or on `events`
-- when every listed flag must be set (Rocket Hideout B4F's lift gate
-- needs both guard trainers beaten -- CheckBothEventsSet).
local closedDoors = FieldDefaults.fieldValue(Game.data, "cardKeyDoors",
"closedDoors")
local floorDoors = closedDoors and closedDoors[mapId]
if floorDoors then
local stamped = false
for _, door in ipairs(floorDoors) do
local want = Game.save.flags[door.event] and door.open or door.block
local open
if door.events then
open = true
for _, ev in ipairs(door.events) do
if not Game.save.flags[ev] then open = false break end
end
else
open = Game.save.flags[door.event]
end
local want = open and door.open or door.block
if self.map:blockAt(door.bx, door.by) ~= want then
self.map:setBlock(door.bx, door.by, want)
stamped = true
@@ -749,6 +763,27 @@ function OverworldState:update(dt)
end
end
-- Dig/Teleport/Escape-Rope departure spin (beginTeleportOut). The sprite
-- spins UP out of the map before the fade (player_animations.asm
-- _LeaveMapAnim -> PlayerSpinWhileMovingUp + SFX_TELEPORT_EXIT_1), the
-- mirror of Fly's flyAnim lead-in above. Only when the spin finishes does
-- warpToHealPoint push the fade + warp, so the arrival spin-down lands the
-- player OUTSIDE the last Pokemon Center door (#196). player.spinFrames
-- decrements in lockstep in Player:update, so the rising spin ends here too.
if self.teleportOut then
self.teleportOut.frames = self.teleportOut.frames - 1
if self.teleportOut.frames <= 0 then
local onDone = self.teleportOut.onDone
self.teleportOut = nil
self.player.spinning = false
self.player.spinFrames = nil
self.player.spinRise = nil
self.player.inputLocked = false
self:warpToHealPoint(onDone, { arrive = "teleport" })
return
end
end
-- delayed one-shot SFX (the teleport-in spin's second note)
if self.delaySfx then
self.delaySfx.frames = self.delaySfx.frames - 1
@@ -787,7 +822,7 @@ function OverworldState:update(dt)
-- escort then walks an extra tile before PlayerEntryMovementRLE, and
-- the player lands on desk Oak.
local scripted = self.runner:isRunning() or #self.scriptMoves > 0
or self.engaging or self.emote
or self.engaging or self.emote or self.teleportOut
if not scripted and not self.transitioning then
self:checkTrainerSight()
-- CheckFightingMapTrainers (home/trainers.asm) zeroes hJoyHeld and
@@ -795,7 +830,7 @@ function OverworldState:update(dt)
-- direction handling (JoypadOverworld runs the map script first) --
-- the player can never start another step after being spotted.
scripted = self.runner:isRunning() or #self.scriptMoves > 0
or self.engaging or self.emote
or self.engaging or self.emote or self.teleportOut
end
if not scripted and not self.transitioning then
self:handleInput()
@@ -854,6 +889,21 @@ function OverworldState:dirHeld()
or input:isDown("left") or input:isDown("right")
end
-- The warp cell the player WARPED IN on is inert until they physically step
-- off it: standing on it, or bonking a wall/edge from it, must not re-fire a
-- warp (CheckWarpsNoCollision's arrival-disable; see setMap where
-- warpEntryCell/justWarped are set and onStepComplete where they clear).
-- Both stand-still warp triggers -- the map-edge exit (checkEdgeExit) and the
-- blocked-step collision warp (handleInput) -- must consult this, or a corner
-- staircase whose warp tile sits on the map edge (Red's-house (7,1)) bounces
-- floors every input frame (issue #230).
function OverworldState:onWarpArrivalCell()
if self.justWarped then return true end
local entry = self.warpEntryCell
return entry ~= nil and self.player.cellX == entry.x
and self.player.cellY == entry.y
end
function OverworldState:handleInput()
local input = Game.input
@@ -875,10 +925,11 @@ function OverworldState:handleInput()
if self:checkBoulderPush(dir) then return end
end
local result, why = self.player:tryMove(dir, self.map, self.entities)
if result == "blocked" then
-- a collision while standing on a warp square fires the warp
-- when the extra check passes (CheckWarpsCollision: route-gate
-- doorways, dock entrances, ...)
-- a collision while standing on a warp square fires the warp when the
-- extra check passes (CheckWarpsCollision: route-gate doorways, dock
-- entrances, ...) -- but never on the inert cell we just warped in on
-- (issue #230), which the completed-step path guards the same way.
if result == "blocked" and not self:onWarpArrivalCell() then
local w = Warp.onCollision(self.map, Game.data.field.warpCarpets,
self.player.cellX, self.player.cellY, dir)
if w then
@@ -1009,6 +1060,11 @@ function OverworldState:checkEdgeExit(dir)
local w = Warp.onEdge(self.map, p.cellX, p.cellY, dir)
if w then
-- ...but not while still standing on the warp cell we just arrived on
-- (issue #230): fall through so pushing into the edge bonks (SFX +
-- walk-in-place) instead of instantly re-warping. A real step onto an
-- exit-carpet edge cleared warpEntryCell first, so those still fire.
if self:onWarpArrivalCell() then return false end
self:takeWarp(w.def)
return true
end
@@ -1256,6 +1312,37 @@ function OverworldState:flyTo(mapId)
self.flyDest = { map = mapId, x = spot.x, y = spot.y }
end
-- Dig / Teleport / Escape Rope departure animation, then land OUTSIDE the
-- last Pokemon Center door like Fly (#196). pokered's _LeaveMapAnim
-- (engine/overworld/player_animations.asm) plays SFX_TELEPORT_EXIT_1 and
-- spins the player while it rises up off the map (PlayerSpinWhileMovingUp)
-- before the palettes fade; Fly's bird lead-in (flyTo/flyAnim) is the
-- analogous departure this mirrors. When the spin finishes (the teleportOut
-- countdown in OverworldState:update), warpToHealPoint pushes the fade + warp
-- with arrive="teleport" so the sprite spins back DOWN in front of the town
-- PC door. Shared by the party-menu DIG/TELEPORT action and BagMenu's
-- ESCAPE ROPE so all three animate identically.
function OverworldState:beginTeleportOut(onDone)
if not Game.save.lastHeal then
-- a save that has never visited a Pokemon Center has no heal point to
-- warp to; skip the animation entirely (matches the old guard that did
-- nothing when lastHeal was absent) instead of spinning into a nil warp
if onDone then onDone() end
return
end
require("src.core.Sound").play(Game.data, "Teleport_Exit1")
self.player.surfing = false
self.player.inputLocked = true
-- rising spin: the mirror of the arrival spin-drop set in startWarpTo, so
-- spinRise lifts the sprite (Player:pose) while spinFrames counts down
self.player.spinning = true
self.player.spinTimer = 0
self.player.spinFrames = 48
self.player.spinTotal = 48
self.player.spinRise = true
self.teleportOut = { frames = 48, onDone = onDone }
end
function OverworldState:npcAtCell(cx, cy)
for _, npc in ipairs(self.npcs) do
if (npc.cellX == cx and npc.cellY == cy) or
@@ -1474,7 +1561,17 @@ function OverworldState:tryHiddenObject(fx, fy)
-- Pokémon Center PCs and other PC tiles
for _, h in ipairs(extras.pcTiles[self.map.id] or {}) do
if h.x == fx and h.y == fy and (not h.facing or h.facing == facing) then
self:openPC()
if self.map.id == "REDS_HOUSE_2F" then
-- The player's bedroom PC is the one location in Red/Blue whose PC
-- callback is OpenRedsPC (engine/events/hidden_objects/players_pc.asm),
-- which runs the PlayerPC predef directly -- item storage, no
-- SOMEONE'S/BILL'S PC main menu (DisplayPCMainMenu). Every other
-- pcTile is a Pokémon Center-style PC that shows the multi-PC menu. (#228)
require("src.core.Sound").play(Game.data, "Turn_On_PC")
Screens.push(Game, "PlayerPC")
else
self:openPC()
end
return true
end
end
@@ -2007,8 +2104,12 @@ function OverworldState:talkTo(npc)
return
end
-- item balls (object_event item argument)
if d.item then
-- item balls (object_event item argument). A payload id of "0" is
-- pokered's ITEM_NONE sentinel: the ROM object sets the 0x80 "has item"
-- bit but names item 0, so it is a plain text object, not an item ball
-- (e.g. Blue's House wall Town Map / walking Daisy, #11). Lua treats
-- the string "0" as truthy, so screen it out and fall through to text.
if d.item and d.item ~= "0" and d.item ~= 0 then
if not require("src.inventory.Bag").add(Game.save, d.item, 1) then
Game.stack:push(TextBox.new(Game, "You can't carry\nany more items!"))
return
@@ -3257,11 +3358,32 @@ function OverworldState:warpToHealPoint(onDone, opts)
-- HandleFlyWarpOrDungeonWarp + DisplayPlayerBlackedOutText both clear
-- BIT_ALWAYS_ON_BIKE (home/overworld.asm / home/text_script.asm)
Game.save.forcedBike = nil
if opts and opts.arrive == "teleport" then
local map, x, y = heal.map, heal.x, heal.y
local teleport = opts and opts.arrive == "teleport"
if teleport then
self.arriveWarp = "teleport"
-- Dig/Teleport/Escape Rope land OUTSIDE at the last Pokemon Center TOWN
-- door, like Fly (#196) -- NOT the interior heal cell a blackout returns
-- to. pret routes escape-warp and blackout both through wLastBlackoutMap
-- (both appear inside in front of the nurse), but this port has decided
-- the escape-warp destination is the town PC door. Prefer the canonical
-- Fly landing (field.flyWarps, one tile south of the PC door warp), else
-- the remembered outdoor door cell; fall back to the interior heal cell
-- only for an old save with no recorded outdoor.
local out = heal.outdoor
if out then
local fw = (Game.data.field.flyWarps or {})[out.id]
map = out.id
x = fw and fw.x or out.x
y = fw and fw.y or out.y
end
end
self:startWarpTo(heal.map, heal.x, heal.y, "down", onDone)
if heal.outdoor then
self:startWarpTo(map, x, y, "down", onDone)
-- Blackouts land at the interior heal cell, so re-point LAST_MAP exits at
-- the remembered town door. The teleport branch already lands ON that
-- outdoor map, so startWarpTo remembers it on the next exit; re-pointing
-- here would wrongly steer exits away from where the player now stands.
if heal.outdoor and not teleport then
self:rememberOutdoor(heal.outdoor.id, heal.outdoor.x, heal.outdoor.y)
end
end
+33 -1
View File
@@ -61,16 +61,26 @@ function Player:tryMove(dir, map, entities)
if self.facing ~= dir then
self.facing = dir
self.turnTimer = self.turnFrames or TURN_FRAMES
self.bumpFrames = nil -- turning to a new facing ends any wall-bonk cycle
return "turned"
end
if self.turnTimer > 0 then return nil end
local ok, why = Collision.canMove(map, entities, self, dir)
if not ok then
-- Gen1: a blocked step still animates the player walking in place --
-- the collision path spends the step's worth of frames running
-- UpdateSprites before returning control, so the legs cycle without
-- the cell changing (home/overworld.asm collision handling; issue
-- #230). Re-armed every frame the direction is held into the wall;
-- Player:update ticks the walk clock while it counts down, so releasing
-- returns to the standing pose within a step's length.
self.bumpFrames = self.stepFrames or STEP_FRAMES
return "blocked", why
end
local tx, ty = Collision.target(self.cellX, self.cellY, dir)
self.targetX, self.targetY = tx, ty
self.moving = true
self.bumpFrames = nil -- a real step supersedes any in-place bonk
self.progress = 0
-- the bicycle doubles walking speed (8 frames per step)
local save = require("src.core.Game").save
@@ -97,9 +107,19 @@ function Player:update()
if self.spinFrames <= 0 then
self.spinFrames = nil
self.spinDrop = nil
self.spinRise = nil -- teleport-out departure lift (#196)
self.spinning = false
end
end
-- wall-bonk walk-in-place (issue #230): while pushing into a wall the
-- collision path keeps the walk clock running without moving the cell,
-- so the sprite animates against the wall. Guarded on not-moving so a
-- real step (which clears bumpFrames and advances animClock itself
-- below) can never double-tick the leg cadence.
if not self.moving and self.bumpFrames and self.bumpFrames > 0 then
self.bumpFrames = self.bumpFrames - 1
self.animClock = (self.animClock or 0) + 1
end
if not self.moving then return false end
local stepLen = self.stepFramesCur or self.stepFrames or STEP_FRAMES
self.progress = self.progress + 1
@@ -132,7 +152,12 @@ function Player:facingCell()
end
function Player:walkPhase()
if not self.moving and not self.stepLanded then return 0 end
-- moving, the land-frame after a completed step, or an active wall-bonk
-- (issue #230) animate; a standing sprite otherwise
if not self.moving and not self.stepLanded
and not (self.bumpFrames and self.bumpFrames > 0) then
return 0
end
-- walk frame during the middle of each 16-frame animation cycle
local p = (self.animClock or self.progress) % 16
return (p >= 4 and p < 12) and 1 or 0
@@ -183,6 +208,13 @@ function Player:pose()
-- (EnterMapAnim PlayerSpinWhileMovingDown)
if self.spinFrames and self.spinDrop then
py = py - math.floor(self.spinFrames * 24 / (self.spinTotal or 64))
elseif self.spinFrames and self.spinRise then
-- Dig/Teleport/Escape-Rope departures spin the sprite UP out of the
-- map before the fade (LeaveMapAnim PlayerSpinWhileMovingUp) -- the
-- mirror of the arrival spin-down: the lift grows from 0 as spinFrames
-- counts down to 0 (#196), opposite sign to spinDrop above.
local total = self.spinTotal or 64
py = py - math.floor((total - self.spinFrames) * 24 / total)
end
end
local sprite = (self.surfing and self.surfSprite)