mirror of
https://github.com/bryanthaboi/gen1recomp.git
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463 lines
16 KiB
Lua
463 lines
16 KiB
Lua
-- The Magnet Train ride, drawn (pokegold engine/events/magnet_train.asm).
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--
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-- src/core/gen2/MagnetTrain.lua is the routine: the jumptable, the three SCX
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-- bands and the player's frameset, all love-free. This is the presentation,
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-- and it is the cart's presentation rather than an approximation of it:
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--
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-- * MagnetTrain_LoadGFX_PlayMusic loads NO background tiles. The train, the
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-- bushes and the window are all drawn out of whatever the map's tileset
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-- already had in VRAM, which for both stations is TILESET_TRAIN_STATION --
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-- so the sheet this screen bakes from is the same one the overworld was
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-- drawing a frame earlier.
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-- * The two tilemaps behind DrawMagnetTrain (MagnetTrainBGTiles, a 2x18
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-- vertical strip repeated across all 32 columns, and MagnetTrainTilemap,
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-- the 20x4 train laid over rows 6-9) come from the extracted cache at
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-- data.gen2Field.magnetTrain. A cache built before the extractor
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-- learned to follow them has neither, and then the ride runs with a
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-- blank screen rather than with invented art.
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-- * The background is baked into a 256x144 canvas once, because the only
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-- thing that changes per frame is the per-band SCX.
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-- * SetMagnetTrainPals gives the four bush rows and the four bottom rows
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-- PAL_BG_GREEN, the ten train rows PAL_BG_GRAY and the six window tiles
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-- PAL_BG_YELLOW, out of a TOWN palette set at the current time of day
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-- (the routine pushes wEnvironment, forces TOWN, and pops it back).
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--
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-- Two hardware details from the cart are faithfully reproduced:
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-- 1. Viewport wrapping: the 256x144 background scrolls in 3 LY override bands,
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-- wrapped strictly within the 160x144 GB screen so pixels do not bleed into
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-- the widescreen surround.
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-- 2. OAM Priority (OAM_PRIO): the four player OBJs sit behind background
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-- colours 1-3 and only show through the window's colour 0. This is drawn
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-- via a base background pass, the player sprite, and an overlay pass where
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-- shade 0 is transparent and solid train tiles mask the sprite.
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local Assets = require("src.render.Assets")
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local Chrome = require("src.ui.gen2.Chrome")
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local FieldMoves = require("src.world.gen2.FieldMoves")
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local GbcPalette = require("src.render.GbcPalette")
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local MagnetTrain = require("src.core.gen2.MagnetTrain")
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local Music = require("src.core.Music")
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local Palettes = require("src.world.gen2.Palettes")
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local Sound = require("src.core.Sound")
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local MagnetTrainRide = {}
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MagnetTrainRide.__index = MagnetTrainRide
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MagnetTrainRide.isOpaque = true
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local SCREEN_W, SCREEN_H = 160, 144
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local BG_W = 256 -- TILEMAP_WIDTH * 8
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local TILES_PER_ROW = 16 -- every 2bpp sheet the importer writes
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local BLACK = { 0, 0, 0 }
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-- Overlay shader for OAM_PRIO: shade 0 is transparent; shades 1-3 are solid
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-- palette colors, masking any sprites beneath solid background tiles.
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local OVERLAY_SHADER_SOURCE = [[
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extern vec3 pal0;
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extern vec3 pal1;
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extern vec3 pal2;
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extern vec3 pal3;
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vec4 effect(vec4 tint, Image tex, vec2 uv, vec2 screen) {
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vec4 px = Texel(tex, uv);
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float shade = floor((1.0 - px.r) * 3.0 + 0.5);
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vec3 rgb = pal0;
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if (shade > 2.5) {
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rgb = pal3;
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} else if (shade > 1.5) {
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rgb = pal2;
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} else if (shade > 0.5) {
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rgb = pal1;
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}
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float alpha = shade < 0.5 ? 0.0 : px.a;
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return vec4(rgb, alpha) * tint;
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}
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]]
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function MagnetTrainRide:wantsFillScale() return true end
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-- opts: toGoldenrod (the wScriptVar the officer's script set), onDone()
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function MagnetTrainRide.new(game, opts)
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opts = opts or {}
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local self = setmetatable({}, MagnetTrainRide)
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self.game = game
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self.data = game and game.data
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self.onDone = opts.onDone
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self.finished = false
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local save = opts.save or (game and game.save)
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self.gender = save and save.player and save.player.gender or nil
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local field = self.data and self.data.gen2Field
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local gfx = field and field.magnetTrain
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self.ride = MagnetTrain.new({
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toGoldenrod = opts.toGoldenrod,
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bgTiles = gfx and gfx.bgTiles,
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fgTilemap = gfx and gfx.tilemap,
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})
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self.tileset = self.data and self.data.gen2Tilesets
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and self.data.gen2Tilesets.TILESET_TRAIN_STATION
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self.palettes = self:bgPalettes()
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self.spriteSheet = self:playerSheet()
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-- PlayMusic2 MUSIC_MAGNET_TRAIN, the last thing the GFX load does.
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local songs = self.data and self.data.audio and self.data.audio.songs
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if songs and songs.Music_MagnetTrain then
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Music.stop()
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Music.play(self.data, "Music_MagnetTrain", true, { reason = "magnettrain" })
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end
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return self
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end
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-- GetSGBLayout with wEnvironment forced to TOWN and wTimeOfDayPal taken from
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-- the real clock, so the bushes are the colour the outside world is right now
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-- even though both stations are INDOOR maps.
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function MagnetTrainRide:bgPalettes()
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local data = self.data
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local palettes = data and data.gen2Palettes
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if not palettes then return nil end
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return Palettes.bgSet(palettes, { environment = "TOWN" },
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Palettes.clockDaytime())
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end
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function MagnetTrainRide:palette(slot)
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local set = self.palettes
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local colors = set and (set[slot] or set[1])
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return colors
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end
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--------------------------------------------------------------------------
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-- Sheets & Shaders
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--------------------------------------------------------------------------
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local function sheetFor(path)
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if not path then return nil end
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-- `and` would truncate pcall's second return, so this cannot fold into one
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-- expression.
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local ok, image = pcall(Assets.image, path)
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if not (ok and image) then return nil end
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image:setFilter("nearest", "nearest")
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local width, height = image:getDimensions()
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local quads = {}
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for tile = 0, math.floor(width / 8) * math.floor(height / 8) - 1 do
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quads[tile] = love.graphics.newQuad(
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tile % TILES_PER_ROW * 8, math.floor(tile / TILES_PER_ROW) * 8,
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8, 8, width, height)
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end
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return { image = image, quads = quads, width = width, height = height }
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end
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function MagnetTrainRide:tileSheet()
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if self.sheet == nil then
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self.sheet = sheetFor(self.tileset and self.tileset.image) or false
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end
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return self.sheet or nil
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end
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-- The player's own overworld sheet: six 16x16 frames stacked vertically, of
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-- which MagnetTrain.SHEET_FRAME names the two the cutscene requests. Quads
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-- are cut per 8x8 sub-tile rather than by the sheet's 16-pixel width, because
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-- the OAM data addresses the four tiles of a frame individually.
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function MagnetTrainRide:playerSheet()
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local def = self:playerSpriteDef()
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local path = def and def.image
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if not path then return nil end
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local ok, image = pcall(Assets.image, path)
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if not (ok and image) then return nil end
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image:setFilter("nearest", "nearest")
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return { image = image }
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end
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-- The quad for one vtile of the two loaded blocks. A 2x2 frame is stored
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-- top-left, top-right, bottom-left, bottom-right, which is the order
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-- .OAMData_MagnetTrainRed's four `dbsprite` rows walk.
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function MagnetTrainRide:playerQuad(vtile)
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local sheet = self.spriteSheet
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if not sheet then return nil end
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local frame = MagnetTrain.SHEET_FRAME[vtile - (vtile % 4)]
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if not frame then return nil end
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self.playerQuads = self.playerQuads or {}
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local quad = self.playerQuads[vtile]
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if not quad then
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local sub = vtile % 4
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local w, h = sheet.image:getDimensions()
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quad = love.graphics.newQuad(
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(sub % 2) * 8, frame * 16 + math.floor(sub / 2) * 8, 8, 8, w, h)
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self.playerQuads[vtile] = quad
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end
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return quad
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end
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function MagnetTrainRide:overlayShader()
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if self.ovShader ~= nil then return self.ovShader or nil end
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if not (love and love.graphics and love.graphics.newShader) then
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self.ovShader = false
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return nil
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end
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local ok, result = pcall(love.graphics.newShader, OVERLAY_SHADER_SOURCE)
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self.ovShader = ok and result or false
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return self.ovShader or nil
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end
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local function palChannel(colors, index)
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local c = colors and colors[index]
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if not c then return 0, 0, 0 end
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return (c[1] or 0) / 255, (c[2] or 0) / 255, (c[3] or 0) / 255
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end
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function MagnetTrainRide:useOverlayShader(colors)
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local sh = self:overlayShader()
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if not sh then return false end
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local resolved = GbcPalette.resolve(colors)
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for i = 0, 3 do
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local u = "pal" .. i
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if sh:hasUniform(u) then
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local r, g, b = palChannel(resolved, i + 1)
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sh:send(u, { r, g, b })
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end
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end
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love.graphics.setShader(sh)
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return true
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end
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--------------------------------------------------------------------------
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-- The baked backgrounds (Base + OAM_PRIO Overlay)
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--------------------------------------------------------------------------
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-- DrawMagnetTrain plus SetMagnetTrainPals, rendered once into 256x144 canvases.
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-- Base canvas contains the full opaque background; Overlay canvas contains
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-- solid shades 1-3 with shade 0 transparent for OAM_PRIO window masking.
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function MagnetTrainRide:backgrounds()
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if self.bgCanvas ~= nil then
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return self.bgCanvas or nil, self.bgOverlayCanvas or nil
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end
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self.bgCanvas = false
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self.bgOverlayCanvas = false
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local rows = self.ride:tilemap()
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local sheet = self:tileSheet()
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if not (rows and sheet) then return nil, nil end
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local ok1, baseCanvas = pcall(love.graphics.newCanvas, BG_W, SCREEN_H)
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if not ok1 then return nil, nil end
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baseCanvas:setFilter("nearest", "nearest")
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local ok2, overlayCanvas = pcall(love.graphics.newCanvas, BG_W, SCREEN_H)
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if ok2 and overlayCanvas then
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overlayCanvas:setFilter("nearest", "nearest")
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else
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overlayCanvas = nil
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end
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local groups = {}
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for row = 1, #rows do
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for col = 1, #rows[row] do
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local slot = MagnetTrain.paletteSlot(col - 1, row - 1)
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groups[slot] = groups[slot] or {}
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local list = groups[slot]
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list[#list + 1] = { rows[row][col], (col - 1) * 8, (row - 1) * 8 }
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end
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end
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local G = love.graphics
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local previous = G.getCanvas()
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G.push("all")
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G.origin()
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G.setScissor()
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-- 1. Base background canvas (shades 0-3)
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G.setCanvas(baseCanvas)
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G.clear(0, 0, 0, 1)
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G.setColor(1, 1, 1, 1)
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local shader = GbcPalette.available()
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for slot, list in pairs(groups) do
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local colors = self:palette(slot)
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if shader and colors then GbcPalette.use(colors) end
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for _, cell in ipairs(list) do
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local quad = sheet.quads[cell[1]]
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if quad then G.draw(sheet.image, quad, cell[2], cell[3]) end
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end
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end
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if shader then GbcPalette.clear() end
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-- 2. Overlay canvas for OAM_PRIO (shades 1-3 solid, shade 0 transparent)
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if overlayCanvas then
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G.setCanvas(overlayCanvas)
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G.clear(0, 0, 0, 0)
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G.setColor(1, 1, 1, 1)
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local ovShader = self:overlayShader()
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for slot, list in pairs(groups) do
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local colors = self:palette(slot)
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if ovShader and colors then self:useOverlayShader(colors) end
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for _, cell in ipairs(list) do
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local quad = sheet.quads[cell[1]]
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if quad then G.draw(sheet.image, quad, cell[2], cell[3]) end
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end
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end
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if ovShader then G.setShader() end
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end
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G.setCanvas(previous)
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G.pop()
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self.bgCanvas = baseCanvas
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self.bgOverlayCanvas = overlayCanvas
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return baseCanvas, overlayCanvas
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end
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function MagnetTrainRide:background()
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local base = self:backgrounds()
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return base
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end
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--------------------------------------------------------------------------
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-- Frame
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--------------------------------------------------------------------------
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function MagnetTrainRide:playSfx(name)
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local audio = self.data and self.data.audio
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local sfx = audio and audio.sfx
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if sfx and sfx[Sound.resolve(self.data, name)] then
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Sound.play(self.data, name)
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end
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end
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function MagnetTrainRide:finish()
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if self.finished then return end
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self.finished = true
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if self.onDone then self.onDone() end
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end
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function MagnetTrainRide:update(_dt)
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if self.finished then return end
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local sfx = self.ride:update()
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if sfx then self:playSfx(sfx) end
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if self.ride:done() then
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-- MagnetTrain's .done tears the screen back down and returns to the
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-- script, which then runs `warpcheck` and `newloadmap MAPSETUP_TRAIN`.
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self:finish()
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end
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end
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-- Draws the 3 LY override bands strictly wrapped inside the 160px GB screen.
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function MagnetTrainRide:drawBands(canvas)
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if not canvas then return end
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local G = love.graphics
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G.setColor(1, 1, 1, 1)
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self.bandQuad = self.bandQuad
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or love.graphics.newQuad(0, 0, SCREEN_W, 1, BG_W, SCREEN_H)
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for _, band in ipairs(self.ride:bands()) do
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local top, bottom, scx = band[1], band[2], band[3] % BG_W
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local height = bottom - top + 1
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local w1 = math.min(SCREEN_W, BG_W - scx)
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self.bandQuad:setViewport(scx, top, w1, height, BG_W, SCREEN_H)
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G.draw(canvas, self.bandQuad, 0, top)
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if w1 < SCREEN_W then
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local w2 = SCREEN_W - w1
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self.bandQuad:setViewport(0, top, w2, height, BG_W, SCREEN_H)
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G.draw(canvas, self.bandQuad, w1, top)
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end
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end
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end
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-- GetPlayerIcon's sheet, which .InitPlayerSpriteAnim pairs with
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-- SPRITE_ANIM_OBJ_MAGNET_TRAIN_RED or _BLUE
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-- (../pokecrystal/engine/events/magnet_train.asm:131-141, :291-305).
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function MagnetTrainRide:playerSpriteDef()
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local sprites = self.data and self.data.gen2Sprites
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if not sprites then return nil end
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return sprites[FieldMoves.playerSprite(self.gender)]
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or sprites.SPRITE_CHRIS or sprites.SPRITE_KRIS
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end
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-- MapObjectPals' PAL_OW_RED, the palette every .OAMData_MagnetTrainRed entry
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-- names, or PAL_OW_BLUE for the _BLUE object Kris rides under.
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function MagnetTrainRide:playerPalette()
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local palettes = self.data and self.data.gen2Palettes
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if not palettes then return nil end
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return Palettes.spritePalette(palettes, Palettes.clockDaytime(),
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self:playerSpriteDef())
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end
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function MagnetTrainRide:drawPlayer()
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local sheet = self.spriteSheet
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if not sheet then return end
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local oam = self.ride:playerOam()
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if #oam == 0 then return end
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local G = love.graphics
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local shader = GbcPalette.available()
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local colors = shader and self:playerPalette()
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if colors then GbcPalette.use(colors) end
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G.setColor(1, 1, 1, 1)
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for _, entry in ipairs(oam) do
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if entry.x >= -8 and entry.x < SCREEN_W and entry.y >= -16 and entry.y < SCREEN_H then
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local quad = self:playerQuad(entry.tile)
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if quad then
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G.draw(sheet.image, quad,
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entry.x + (entry.xflip and 8 or 0), entry.y, 0,
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entry.xflip and -1 or 1, 1)
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end
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end
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end
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if colors then GbcPalette.clear() end
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end
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-- The backdrop is BG colour 0 of the gray palette the train body uses; on the
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-- cart it is what shows wherever nothing was drawn.
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function MagnetTrainRide:backdrop()
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return GbcPalette.color(self:palette(MagnetTrain.PAL_BG_GRAY), 1) or BLACK
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end
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function MagnetTrainRide:drawPanel()
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local G = love.graphics
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local backdrop = self:backdrop()
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G.setColor(backdrop[1] / 255, backdrop[2] / 255, backdrop[3] / 255, 1)
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G.rectangle("fill", 0, 0, SCREEN_W, SCREEN_H)
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G.setColor(1, 1, 1, 1)
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local base, overlay = self:backgrounds()
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-- 1. Base background (bushes, train body, window aperture)
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self:drawBands(base)
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-- 2. Player sprite (OAM_PRIO: sits behind train body, visible through window)
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self:drawPlayer()
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-- 3. Train body / frame overlay (colors 1-3 mask sprite; color 0 is transparent)
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self:drawBands(overlay)
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G.setColor(1, 1, 1, 1)
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end
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function MagnetTrainRide:draw()
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local G = love.graphics
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G.push("all")
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G.setScissor(0, 0, SCREEN_W, SCREEN_H)
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self:drawPanel()
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G.pop()
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end
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-- MagnetTrain_LoadGFX_PlayMusic opens on ClearBGPalettes / ClearSprites
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-- (engine/events/magnet_train.asm:101-103), so nothing of the station is left
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-- behind the ride. The surround has to be the same gray backdrop the panel
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-- computes: a white letterbox would frame the train in a colour the cart never
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-- puts on this screen.
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function MagnetTrainRide:drawsWidescreen() return true end
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function MagnetTrainRide:drawWidescreen(winW, winH)
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local G = love.graphics
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local backdrop = self:backdrop()
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Chrome.letterbox(winW, winH, backdrop[1] / 255, backdrop[2] / 255, backdrop[3] / 255)
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G.setColor(1, 1, 1, 1)
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local scale = Chrome.fitScale(winW, winH)
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local ox, oy = Chrome.fitOrigin(winW, winH, scale)
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G.push("all")
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G.setScissor(ox, oy, SCREEN_W * scale, SCREEN_H * scale)
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G.translate(ox, oy)
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G.scale(scale, scale)
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self:drawPanel()
|
|
G.pop()
|
|
end
|
|
|
|
return MagnetTrainRide
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|
|
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