mirror of
https://github.com/bryanthaboi/gen1recomp
synced 2026-09-30 23:37:23 -04:00
512 lines
20 KiB
Lua
512 lines
20 KiB
Lua
-- Draws a map's tile layer: one texture atlas per tileset, 8x8 quads,
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-- a single static SpriteBatch covering the map plus a border-block ring
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-- (the ring plays the role of the GB border blocks around small maps).
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local Assets = require("src.render.Assets")
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local PaletteFX = require("src.render.PaletteFX")
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local TileRenderer = {}
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TileRenderer.__index = TileRenderer
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local BORDER_BLOCKS = 3 -- ring width; > half a screen (2.5 blocks)
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-- OVERWORLD maps fill beyond-edge space with the solid tree wall
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-- (blockset $0F: four regular-tree metatiles, tiles $40/$41/$50/$51,
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-- the border block of ViridianCity/CeruleanCity/CeladonCity et al.),
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-- not each map's own border_block, which can be grass ($0B, the
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-- CutTreeBlockSwaps $0B->$0A cut-grass block) or water; other
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-- tilesets keep their designated border (interiors stay black/void)
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local TREE_WALL_BLOCK = 0x0F
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local function borderBlockFor(map)
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if map.def.tileset == "OVERWORLD" then return TREE_WALL_BLOCK end
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return map.def.borderBlock
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end
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TileRenderer.borderBlockFor = borderBlockFor
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local imageCache = {}
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local function getImage(path)
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if not imageCache[path] then
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imageCache[path] = Assets.image(path)
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end
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return imageCache[path]
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end
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-- ------------------------------------------------------------------
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-- Tile animation (home/vcopy.asm): tilesets with TILEANIM_WATER[_FLOWER]
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-- rotate water tile $14 one pixel every 20 frames (4 steps right, 4
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-- left) and cycle flower tile $03 through 3 frames.
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-- Those two cycles are the *defaults* a vanilla tileset record derives
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-- from its `animation` string; a tileset that carries `animatedTiles`
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-- declares its own set instead and animates with no engine change.
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-- ------------------------------------------------------------------
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local WATER_TILE, FLOWER_TILE = 0x14, 0x03
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-- cumulative pixel offset per animation step (the rrca/rlca sequence)
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local WATER_OFFSETS = { 1, 2, 3, 2, 1, 0, 7, 0 }
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-- flower frame per step (wMovingBGTilesCounter2 & 3: <2 -> 1, 2, 3)
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local FLOWER_FRAMES = { 1, 2, 3, 1, 1, 2, 3, 1 }
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local ANIM_PERIOD = 20
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local FLOWER_IMAGES = {
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"assets/generated/tilesets/flower1.png",
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"assets/generated/tilesets/flower2.png",
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"assets/generated/tilesets/flower3.png",
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}
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local SPINNER_STRIP = "assets/generated/tilesets/spinners.png"
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local animFrame = 0
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function TileRenderer.tick()
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animFrame = animFrame + 1
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end
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-- ------------------------------------------------------------------
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-- Spinner arrow tiles (engine/overworld/spinners.asm LoadSpinnerArrowTiles):
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-- a wholly separate, contextually-triggered VRAM patch layered on top of
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-- the ambient water/flower cycle above -- while wMovementFlags.BIT_SPINNING
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-- is set (Gym/Rocket Hideout spinner puzzles), each forced-movement step
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-- farcalls LoadSpinnerArrowTiles, which flips 4 fixed destination tile IDs
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-- per tileset between the shared 'blur' graphic (gfx/overworld/spinners.2bpp,
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-- SpinnerArrowAnimTiles) and the tileset's own static graphic (restore).
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-- Only 2 distinct frames exist -- no continuous multi-frame cycle.
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-- ------------------------------------------------------------------
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-- data/tilesets/spinner_tiles.asm: dest tile IDs patched per tileset
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TileRenderer.SPINNER_ARROW_TILES = {
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GYM = { 0x3c, 0x3d, 0x4c, 0x4d },
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FACILITY = { 0x20, 0x21, 0x30, 0x31 },
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}
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-- dest tile id -> offset (in 8x8 tiles) into the SpinnerArrowAnimTiles strip,
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-- taken verbatim from the `spinner SpinnerArrowAnimTiles, <offset>, <dest>`
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-- rows of data/tilesets/spinner_tiles.asm
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local SPINNER_STRIP_OFFSET = {
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GYM = { [0x3c] = 1, [0x3d] = 3, [0x4c] = 0, [0x4d] = 2 },
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FACILITY = { [0x20] = 0, [0x21] = 1, [0x30] = 2, [0x31] = 3 },
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}
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local spinning = false
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function TileRenderer.setSpinning(active)
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spinning = active
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end
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-- true while the spinner arrow tiles should show the 'blur' graphic; false
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-- means draw nothing extra (the static mapBatch/ringBatch tile shows
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-- through, matching the asm's restore-to-original behavior). The 8-tick
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-- half-period approximates one GB movement step (2px/frame); this is a
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-- deliberate approximation of wSimulatedJoypadStatesIndex bit-0 parity, not
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-- a cycle-accurate replication -- the port's tweened scriptMove has no
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-- direct equivalent discrete step counter.
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function TileRenderer.spinBlurActive()
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return spinning and (math.floor(animFrame / 8) % 2 == 0)
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end
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-- ------------------------------------------------------------------
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-- animatedTiles: the per-kind resource builders. Each returns the
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-- texture list a step indexes into, or false when the pixels are
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-- unreachable (headless, or a missing frame file) -- false disables that
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-- one entry and leaves the static batch showing through, which is what
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-- the water/flower branches did before they were data.
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-- ------------------------------------------------------------------
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-- the 8 shifted variants of one tile (built once per sheet + tile id)
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local shiftVariants = {}
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local function getShiftVariants(tilesetImagePath, perRow, tile)
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local key = tilesetImagePath .. "#" .. tile
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if shiftVariants[key] ~= nil then return shiftVariants[key] end
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if not (love.image and love.image.newImageData) then
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shiftVariants[key] = false
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return false
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end
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local id = Assets.imageData(tilesetImagePath)
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local sx = (tile % perRow) * 8
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local sy = math.floor(tile / perRow) * 8
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local out = {}
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for o = 0, 7 do
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local v = love.image.newImageData(8, 8)
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for y = 0, 7 do
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for x = 0, 7 do
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local r, g, b, a = id:getPixel(sx + x, sy + y)
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v:setPixel((x + o) % 8, y, r, g, b, a)
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end
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end
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out[o + 1] = love.graphics.newImage(v)
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end
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shiftVariants[key] = out
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return out
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end
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local frameImages = {}
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local function getFrameImages(paths)
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local key = table.concat(paths, "|")
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if frameImages[key] ~= nil then return frameImages[key] end
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local out = {}
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for i, path in ipairs(paths) do
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local ok, img = pcall(getImage, path)
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if not ok then
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frameImages[key] = false
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return false
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end
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out[i] = img
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end
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frameImages[key] = out
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return out
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end
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-- the tileset's own atlas ImageData with the patched tile slots blitted
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-- over with a shared strip (vanilla: assets/generated/tilesets/spinners.png,
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-- extracted from gfx/overworld/spinners.png); cached per tileset + strip
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local toggleImages = {}
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local stripData = {}
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local function getToggleImage(spec, tilesetImagePath, perRow)
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local key = tilesetImagePath .. "#" .. tostring(spec.image)
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if toggleImages[key] ~= nil then return toggleImages[key] end
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local offsets = spec.stripOffsets
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if not (love.image and love.image.newImageData) or not offsets then
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toggleImages[key] = false
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return false
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end
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if stripData[spec.image] == nil then
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local ok, id = pcall(Assets.imageData, spec.image)
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stripData[spec.image] = ok and id or false
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end
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local strip = stripData[spec.image]
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if not strip then
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toggleImages[key] = false
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return false
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end
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local atlas = Assets.imageData(tilesetImagePath)
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local clone = love.image.newImageData(atlas:getWidth(), atlas:getHeight())
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clone:paste(atlas, 0, 0, 0, 0, atlas:getWidth(), atlas:getHeight())
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for id, offset in pairs(offsets) do
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local sx = offset * 8
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local dx = (id % perRow) * 8
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local dy = math.floor(id / perRow) * 8
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for y = 0, 7 do
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for x = 0, 7 do
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local r, g, b, a = strip:getPixel(sx + x, y)
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clone:setPixel(dx + x, dy + y, r, g, b, a)
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end
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end
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end
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local img = love.graphics.newImage(clone)
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toggleImages[key] = img
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return img
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end
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-- a toggle entry names the predicate that decides whether its patch shows
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-- this frame; an unknown name (or none) is always on
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TileRenderer.GATES = {
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spinning = function() return TileRenderer.spinBlurActive() end,
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}
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function TileRenderer.registerGate(name, predicate)
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TileRenderer.GATES[name] = predicate
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end
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local function gateOpen(name)
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local predicate = TileRenderer.GATES[name]
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if not predicate then return true end
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return predicate() and true or false
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end
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-- The vanilla animation set as data: what the importer would write onto a
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-- tileset record derived from its `animation` string and its spinner-tile
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-- row. Consulted only when the record declares no animatedTiles of its
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-- own, so the vanilla frame is byte-for-byte what it always was.
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function TileRenderer.defaultAnimatedTiles(tileset)
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local out = {}
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local anim = tileset.animation
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if anim == "TILEANIM_WATER" or anim == "TILEANIM_WATER_FLOWER" then
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out[#out + 1] = { tile = WATER_TILE, kind = "hshift",
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period = ANIM_PERIOD, offsets = WATER_OFFSETS }
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end
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if anim == "TILEANIM_WATER_FLOWER" then
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out[#out + 1] = { tile = FLOWER_TILE, kind = "frames",
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period = ANIM_PERIOD, images = FLOWER_IMAGES,
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sequence = FLOWER_FRAMES }
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end
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local spinners = TileRenderer.SPINNER_ARROW_TILES[tileset.id]
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if spinners then
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out[#out + 1] = { tiles = spinners, kind = "toggle", image = SPINNER_STRIP,
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stripOffsets = SPINNER_STRIP_OFFSET[tileset.id],
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gate = "spinning" }
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end
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return out
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end
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-- one entry's runtime form: the tile ids it claims, the textures a step
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-- picks from, and either a step sequence (hshift/frames) or a gate
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-- (toggle). nil when the entry's pixels could not be built.
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local function buildAnim(spec, tilesetImagePath, perRow, quads)
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local tiles = spec.tiles
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if not tiles then
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if spec.tile == nil then return nil end
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tiles = { spec.tile }
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end
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local period = spec.period or ANIM_PERIOD
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if spec.kind == "hshift" then
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local offsets = spec.offsets
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if not offsets or #offsets == 0 then return nil end
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local textures = getShiftVariants(tilesetImagePath, perRow, tiles[1])
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if not textures then return nil end
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local sequence = {}
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for i, offset in ipairs(offsets) do sequence[i] = offset + 1 end
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return { tiles = tiles, textures = textures, sequence = sequence,
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period = period }
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elseif spec.kind == "frames" then
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local sequence = spec.sequence
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if not (spec.images and sequence and #sequence > 0) then return nil end
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local textures = getFrameImages(spec.images)
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if not textures then return nil end
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return { tiles = tiles, textures = textures, sequence = sequence,
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period = period }
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elseif spec.kind == "toggle" then
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local image = getToggleImage(spec, tilesetImagePath, perRow)
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if not image then return nil end
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-- the patch texture is a whole-atlas clone, so each cell needs the
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-- quad of the tile it stands in rather than a single-tile image
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return { tiles = tiles, textures = { image }, gate = spec.gate,
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quadFor = function(tile) return quads[tile] end }
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end
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return nil
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end
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function TileRenderer.new(map)
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local self = setmetatable({}, TileRenderer)
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self.map = map
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self.image = getImage(map.tileset.image)
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-- a full-color atlas colors everything it paints, ring and border fill
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-- included, so every draw entry point claims its rect out of the pass
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self.trueColor = map.tileset.trueColor or nil
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local iw, ih = self.image:getDimensions()
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self.quads = {}
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local perRow = map.tileset.tilesPerRow
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for t = 0, (iw / 8) * (ih / 8) - 1 do
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self.quads[t] = love.graphics.newQuad((t % perRow) * 8,
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math.floor(t / perRow) * 8, 8, 8, iw, ih)
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end
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local def = map.def
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local wB, hB = def.width, def.height
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-- two batches: the border-block ring around the map, and the map body.
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-- Connected-map strips draw body-only on top of this map's ring.
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local total = (wB + 2 * BORDER_BLOCKS) * (hB + 2 * BORDER_BLOCKS) * 16
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self.ringBatch = love.graphics.newSpriteBatch(self.image, total, "static")
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self.mapBatch = love.graphics.newSpriteBatch(self.image, wB * hB * 16, "static")
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-- animated tiles overdraw the static batches each frame. Entry order
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-- decides which one claims a tile listed twice, so the vanilla defaults
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-- keep the old water-then-flower-then-spinner precedence.
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local anims, claimedBy = {}, {}
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local declared = map.tileset.animatedTiles
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or TileRenderer.defaultAnimatedTiles(map.tileset)
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for _, spec in ipairs(declared) do
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local anim = buildAnim(spec, map.tileset.image, perRow, self.quads)
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if anim then
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anim.cells = {}
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anims[#anims + 1] = anim
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for _, tile in ipairs(anim.tiles) do
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if claimedBy[tile] == nil then claimedBy[tile] = anim end
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end
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end
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end
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for by = -BORDER_BLOCKS, hB + BORDER_BLOCKS - 1 do
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for bx = -BORDER_BLOCKS, wB + BORDER_BLOCKS - 1 do
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local inside = bx >= 0 and by >= 0 and bx < wB and by < hB
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local batch = inside and self.mapBatch or self.ringBatch
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local block = map.tileset.blocks[map:blockAt(bx, by) + 1]
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for ty = 0, 3 do
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for tx = 0, 3 do
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local tile = block[ty * 4 + tx + 1]
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local quad = self.quads[tile]
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if quad then
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batch:add(quad, bx * 32 + tx * 8, by * 32 + ty * 8)
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end
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local anim = claimedBy[tile]
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if anim then
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local cells = anim.cells
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cells[#cells + 1] = { bx * 32 + tx * 8, by * 32 + ty * 8, inside, tile }
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end
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end
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end
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end
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end
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-- animated overdraw batches: the full set (ring + body) for the
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-- current map, and a body-only set for connected-map drawing --
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-- a neighbor's water ring must never overdraw this map's tiles.
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-- `quadFor`, when given, looks up a per-entry quad (used by toggle
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-- entries, whose texture is a full tileset-atlas clone rather than a
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-- single-tile image like the hshift/frames variants).
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local function animBatches(entries, image, quadFor)
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if #entries == 0 then return nil, nil end
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local all = love.graphics.newSpriteBatch(image, #entries, "static")
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local body
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for _, c in ipairs(entries) do
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if quadFor then all:add(quadFor(c[4]), c[1], c[2]) else all:add(c[1], c[2]) end
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if c[3] then
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body = body or love.graphics.newSpriteBatch(image, #entries, "static")
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if quadFor then body:add(quadFor(c[4]), c[1], c[2]) else body:add(c[1], c[2]) end
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end
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end
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return all, body
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end
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for _, anim in ipairs(anims) do
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anim.batch, anim.bodyBatch =
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animBatches(anim.cells, anim.textures[1], anim.quadFor)
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anim.cells = nil
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end
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self.anims = anims
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-- a repeating 32x32 image of the border block, tiled behind
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-- everything the 3-block ring doesn't cover (the survey zoom sees
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-- far past the ring; interiors keep their black border this way)
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pcall(function()
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local border = map.tileset.blocks[borderBlockFor(map) + 1]
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if not border then return end
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local canvas = love.graphics.newCanvas(32, 32)
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love.graphics.push("all")
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love.graphics.setCanvas(canvas)
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love.graphics.clear(1, 1, 1, 1)
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for ty = 0, 3 do
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for tx = 0, 3 do
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local quad = self.quads[border[ty * 4 + tx + 1]]
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if quad then love.graphics.draw(self.image, quad, tx * 8, ty * 8) end
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end
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end
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love.graphics.setCanvas()
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love.graphics.pop()
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local img = love.graphics.newImage(canvas:newImageData())
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img:setWrap("repeat", "repeat")
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img:setFilter("nearest", "nearest")
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self.borderFill = img
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end)
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return self
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end
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-- tile the border block across the whole view (world-aligned so it
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-- meshes seamlessly with the ring batch)
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function TileRenderer:drawBorderFill(camX, camY, vw, vh)
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if not self.borderFill then return end
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if self.trueColor then PaletteFX.markTrueColor(0, 0, vw, vh) end
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local x, y = math.floor(camX), math.floor(camY)
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local quad = love.graphics.newQuad(x, y, vw, vh, 32, 32)
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love.graphics.draw(self.borderFill, quad, 0, 0)
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end
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-- GB OBJ-to-BG priority: sprites show through BG color 0 and hide under
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-- colors 1-3. Tall-grass overdraw needs the same rule, otherwise the
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-- tile's white gaps paint opaque boxes over the sprite's feet.
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local color0KeyShader -- false = unavailable
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local function getColor0KeyShader()
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if color0KeyShader ~= nil then return color0KeyShader or nil end
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local ok, sh = pcall(love.graphics.newShader, [[
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vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
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vec4 p = Texel(tex, tc) * color;
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// same shade-0 cutoff PaletteFX uses (DMG white / lightest gray)
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if (p.r > 0.83 && p.g > 0.83 && p.b > 0.83) p.a = 0.0;
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return p;
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}
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]])
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color0KeyShader = ok and sh or false
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return color0KeyShader or nil
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end
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-- draw a cell's bottom tile row without touching the shader (the caller
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-- owns it). drawCellBottom wraps this with the color-0 key; tilt mode's
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-- upright pass wraps it with a color-0-keyed palette shader instead
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-- (PaletteFX.keyedShader) so the feet patch is colorized like the ground.
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function TileRenderer:drawCellBottomRaw(cx, cy, camX, camY)
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local ty = cy * 2 + 1
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for i = 0, 1 do
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local tx = cx * 2 + i
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local quad = self.quads[self.map:tileAt(tx, ty)]
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if quad then
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love.graphics.draw(self.image, quad, tx * 8 - camX, ty * 8 - camY)
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end
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end
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end
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-- redraw a cell's bottom tile row (tall grass hides the lower half of
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-- sprites standing in it, like the GB sprite-priority trick)
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function TileRenderer:drawCellBottom(cx, cy, camX, camY)
|
|
local shader = getColor0KeyShader()
|
|
if shader then love.graphics.setShader(shader) end
|
|
self:drawCellBottomRaw(cx, cy, camX, camY)
|
|
if shader then love.graphics.setShader() end
|
|
end
|
|
|
|
-- animated overdraw at the current step; bodyOnly skips the ring
|
|
-- positions (connected maps draw body-only)
|
|
function TileRenderer:drawAnimated(camX, camY, bodyOnly)
|
|
local anims = self.anims
|
|
if not anims then return end
|
|
local x, y = -math.floor(camX), -math.floor(camY)
|
|
for _, anim in ipairs(anims) do
|
|
local batch = bodyOnly and anim.bodyBatch or anim.batch
|
|
if batch then
|
|
if anim.gate then
|
|
-- a gated entry has only the two frames the asm has (patch /
|
|
-- restore-to-static); when the gate is shut draw nothing so the
|
|
-- already-static mapBatch/ringBatch tile shows through unchanged
|
|
if gateOpen(anim.gate) then love.graphics.draw(batch, x, y) end
|
|
else
|
|
local step = math.floor(animFrame / anim.period) % #anim.sequence + 1
|
|
batch:setTexture(anim.textures[anim.sequence[step]])
|
|
love.graphics.draw(batch, x, y)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- the drawn extent of one batch in world-canvas pixels; `blocks` is the
|
|
-- ring width the batch reaches past the map body on every side
|
|
function TileRenderer:markTrueColor(camX, camY, blocks)
|
|
local def = self.map.def
|
|
PaletteFX.markTrueColor(-math.floor(camX) - blocks * 32,
|
|
-math.floor(camY) - blocks * 32,
|
|
(def.width + 2 * blocks) * 32,
|
|
(def.height + 2 * blocks) * 32)
|
|
end
|
|
|
|
function TileRenderer:draw(camX, camY)
|
|
if self.trueColor then self:markTrueColor(camX, camY, BORDER_BLOCKS) end
|
|
love.graphics.draw(self.ringBatch, -math.floor(camX), -math.floor(camY))
|
|
love.graphics.draw(self.mapBatch, -math.floor(camX), -math.floor(camY))
|
|
self:drawAnimated(camX, camY)
|
|
end
|
|
|
|
-- body only, for connected-map strips
|
|
function TileRenderer:drawMapOnly(camX, camY)
|
|
if self.trueColor then self:markTrueColor(camX, camY, 0) end
|
|
love.graphics.draw(self.mapBatch, -math.floor(camX), -math.floor(camY))
|
|
self:drawAnimated(camX, camY, true)
|
|
end
|
|
|
|
-- rebuild after a block change (Cut trees)
|
|
function TileRenderer:rebuild()
|
|
local fresh = TileRenderer.new(self.map)
|
|
self.ringBatch = fresh.ringBatch
|
|
self.mapBatch = fresh.mapBatch
|
|
self.anims = fresh.anims
|
|
self.borderFill = fresh.borderFill
|
|
end
|
|
|
|
-- drop every atlas and every derived animation texture so the next
|
|
-- TileRenderer.new re-resolves through the asset search path. Live
|
|
-- instances keep the batches they already built; MapLoader.invalidateAll
|
|
-- is what drops those (14 §cache-invalidation contract).
|
|
function TileRenderer.invalidate()
|
|
imageCache = {}
|
|
shiftVariants = {}
|
|
frameImages = {}
|
|
toggleImages = {}
|
|
stripData = {}
|
|
end
|
|
|
|
Assets.register(TileRenderer.invalidate)
|
|
|
|
return TileRenderer
|