Jokers appear in the shop but don't do anything yet
This commit is contained in:
@@ -38,16 +38,17 @@ GRAPHICS := graphics
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#---------------------------------------------------------------------------------
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ARCH := -mthumb -mthumb-interwork
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CFLAGS := -g -Wall -O2\
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-mcpu=arm7tdmi -mtune=arm7tdmi\
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$(ARCH)
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CFLAGS := -O3 -Wall \
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-mcpu=arm7tdmi -mtune=arm7tdmi \
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-ffast-math -fomit-frame-pointer -funroll-loops -flto \
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$(ARCH)
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CFLAGS += $(INCLUDE)
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LDFLAGS = -g $(ARCH) -Wl,-Map,$(notdir $*.map) -flto
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#---------------------------------------------------------------------------------
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# any extra libraries we wish to link with the project
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@@ -2,6 +2,7 @@
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#define CARD_H
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#include <tonc.h>
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#include <maxmod.h>
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#include "sprite.h"
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@@ -65,5 +66,6 @@ CardObject *card_object_new(Card *card);
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void card_object_destroy(CardObject **card_object);
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void card_object_update(CardObject *card_object); // Update the card object position and scale
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void card_object_set_sprite(CardObject *card_object, int layer);
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void card_object_score(CardObject *card_object, mm_word sound_id); // This doesn't actually score anything, it just performs an animation and plays a sound effect
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#endif // CARD_H
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@@ -3,6 +3,8 @@
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#define MAX_HAND_SIZE 16
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#define MAX_DECK_SIZE 52
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#define MAX_JOKERS_SIZE 5
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#define MAX_SHOP_JOKERS 2 // TODO: Make this dynamic and allow for other items besides jokers
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#define MAX_SELECTION_SIZE 5
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#define FRAMES(x) (((x) + game_speed - 1) / game_speed)
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+10
-1
@@ -2,7 +2,11 @@
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#define JOKER_H
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#define JOKER_TID 880 // Tile ID for the starting index in the tile memory
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#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
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#define JOKER_PB 4 // Palette bank for the default jokers
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#define JOKER_STARTING_LAYER 27
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#include <maxmod.h>
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#include "sprite.h"
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#include "card.h"
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@@ -19,6 +23,7 @@
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#define LEGENDARY_JOKER 3
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#define MAX_JOKERS 2 // The current maximum jokers added
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#define MAX_JOKER_OBJECTS 32 // The maximum number of joker objects that can be created at once
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#define DEFAULT_JOKER_ID 0
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#define GREEDY_JOKER_ID 1 // This is just an example to show the patern of making joker IDs
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@@ -44,6 +49,7 @@ typedef struct // copy of CardObject in card.h
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FIXED trotation;
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FIXED rotation;
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FIXED vrotation;
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bool selected;
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} JokerObject;
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typedef struct // These jokers are triggered after the played hand has finished scoring.
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@@ -74,6 +80,9 @@ void joker_destroy(Joker **joker);
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IndependentEffect joker_independent_effect(Joker *joker);
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OnScoredEffect joker_on_scored(Joker *joker, Card *scored_card);
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void joker_object_score(JokerObject *joker_object); // This doesn't actually score anything, it just performs an animation and plays a sound effect
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JokerObject *joker_object_new(Joker *joker);
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void joker_object_destroy(JokerObject **joker_object);
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void joker_object_update(JokerObject *joker_object);
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void joker_object_score(JokerObject *joker_object, mm_word sound_id); // This doesn't actually score anything, it just performs an animation and plays a sound effect
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#endif // JOKER_H
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@@ -15,6 +15,7 @@ typedef struct
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Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index);
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Sprite *affine_sprite_new(u16 a0, u16 a1, u32 tid, u32 pb);
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void sprite_destroy(Sprite **sprite);
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int sprite_get_layer(Sprite *sprite);
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INLINE void sprite_position(Sprite *sprite, int x, int y)
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{
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sprite->pos.x = x;
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+12
-1
@@ -151,4 +151,15 @@ void card_object_set_sprite(CardObject *card_object, int layer)
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{
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sprite_destroy(&card_object->sprite); // Destroy the old sprite if it exists
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card_object->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, card_sprite_lut[card_object->card->suit][card_object->card->rank], 0, layer);
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}
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}
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void card_object_score(CardObject *card_object, mm_word sound_id)
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{
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card_object->vscale = float2fx(0.3f); // Scale down the card when it's scored
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card_object->vrotation = float2fx(8.0f); // Rotate the card when it's scored
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if (sound_id == -1) return; // If no sound ID is provided, do nothing
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mm_sound_effect sfx_select = {{sound_id}, 1024, 0, 255, 128,};
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mmEffectEx(&sfx_select);
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}
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+78
-14
@@ -9,6 +9,7 @@
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#include "sprite.h"
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#include "card.h"
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#include "blind.h"
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#include "joker.h"
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#include "graphic_utils.h"
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#include "tonc_video.h"
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@@ -79,6 +80,9 @@ static int deck_top = -1;
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static Card *discard_pile[MAX_DECK_SIZE] = {NULL};
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static int discard_top = -1;
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static JokerObject *jokers[MAX_JOKERS] = {NULL};
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static int jokers_top = -1;
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// Played stack
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static inline void played_push(CardObject *card_object)
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{
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@@ -118,6 +122,18 @@ static inline Card *discard_pop()
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return discard_pile[discard_top--];
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}
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static inline void joker_push(JokerObject *joker)
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{
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if (jokers_top >= MAX_JOKERS_SIZE - 1) return;
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jokers[++jokers_top] = joker;
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}
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static inline JokerObject *joker_pop()
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{
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if (jokers_top < 0) return NULL;
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return jokers[jokers_top--];
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}
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// Consts
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// Rects left top right bottom
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@@ -877,13 +893,13 @@ void game_round_init()
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cards_drawn = 0;
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hand_selections = 0;
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playing_blind_token = blind_token_new(current_blind, 8, 18, 33); // Create the blind token sprite at the top left corner
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playing_blind_token = blind_token_new(current_blind, 8, 18, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 1); // Create the blind token sprite at the top left corner
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// TODO: Hide blind token and display it after sliding blind rect animation
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//if (playing_blind_token != NULL)
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//{
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// obj_hide(playing_blind_token->obj); // Hide the blind token sprite for now
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//}
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round_end_blind_token = blind_token_new(current_blind, 82, 86, 34); // Create the blind token sprite for round end
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round_end_blind_token = blind_token_new(current_blind, 82, 86, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 2); // Create the blind token sprite for round end
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if (round_end_blind_token != NULL)
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{
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@@ -930,9 +946,9 @@ void game_init()
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hands = max_hands;
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discards = max_discards;
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blind_select_tokens[SMALL_BLIND] = blind_token_new(SMALL_BLIND, 8, 18, 35);
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blind_select_tokens[BIG_BLIND] = blind_token_new(BIG_BLIND, 8, 18, 36);
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blind_select_tokens[BOSS_BLIND] = blind_token_new(BOSS_BLIND, 8, 18, 37);
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blind_select_tokens[SMALL_BLIND] = blind_token_new(SMALL_BLIND, 8, 18, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 3);
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blind_select_tokens[BIG_BLIND] = blind_token_new(BIG_BLIND, 8, 18, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 4);
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blind_select_tokens[BOSS_BLIND] = blind_token_new(BOSS_BLIND, 8, 18, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 5);
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obj_hide(blind_select_tokens[SMALL_BLIND]->obj);
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obj_hide(blind_select_tokens[BIG_BLIND]->obj);
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@@ -1471,12 +1487,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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tte_write(score_buffer);
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*played_selections = scored_cards;
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//played[j]->vy += (3 << FIX_SHIFT);
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played[played_top - j]->vscale = float2fx(0.3f); // Scale down the card when it's scored
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played[played_top - j]->vrotation = float2fx(8.0f); // Rotate the card when it's scored
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mm_sound_effect sfx_select = {{SFX_CARD_SELECT}, 1024, 0, 255, 128,};
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mmEffectEx(&sfx_select);
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card_object_score(played[played_top - j], SFX_CARD_SELECT);
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// Relocated card scoring logic here
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chips += card_get_value(played[played_top - j]->card);
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@@ -1618,6 +1629,31 @@ static void game_round_end_cashout()
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set_score(score); // Set the score display
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}
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static void game_shop_create_items(JokerObject *shop_jokers[], bool first_time)
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{
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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{
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if (shop_jokers[i] != NULL)
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{
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joker_object_destroy(&shop_jokers[i]); // Destroy the joker object if it exists
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}
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shop_jokers[i] = joker_object_new(joker_new(DEFAULT_JOKER_ID));
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shop_jokers[i]->x = int2fx(120 + i * 32);
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shop_jokers[i]->y = int2fx(160);
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shop_jokers[i]->tx = shop_jokers[i]->x;
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shop_jokers[i]->ty = int2fx(71);
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if (first_time == false)
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{
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shop_jokers[i]->y = shop_jokers[i]->ty; // If it's not the first time, set the y position to the target position
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joker_object_score(shop_jokers[i], UNDEFINED); // Give the joker a little wiggle animation
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}
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sprite_position(shop_jokers[i]->sprite, fx2int(shop_jokers[i]->x), fx2int(shop_jokers[i]->y));
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}
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}
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void game_playing()
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{
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// TODO: Blind rect sliding into view animation...
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@@ -1923,6 +1959,16 @@ void game_shop()
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// TODO: Later move these static variables somewhere else so they can be reused for each game state
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static int state = 0;
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static JokerObject *shop_jokers[MAX_SHOP_JOKERS] = {NULL};
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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{
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if (shop_jokers[i] != NULL)
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{
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joker_object_update(shop_jokers[i]);
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}
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}
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// these are for controlling the shop menu
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static bool top_row = true;
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static ushort selection_x = 0;
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@@ -1960,6 +2006,11 @@ void game_shop()
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{
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_UP);
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if (timer == 1)
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{
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game_shop_create_items(shop_jokers, true);
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}
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if (timer >= 7) // Shift the shop icon
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{
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int timer_offset = timer - 6;
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@@ -2052,7 +2103,7 @@ void game_shop()
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if (key_hit(KEY_A))
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{
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// Do shop re-roll for money
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game_shop_create_items(shop_jokers, false);
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}
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}
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@@ -2067,20 +2118,28 @@ void game_shop()
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if (timer == 1)
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{
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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{
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if (shop_jokers[i] != NULL)
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{
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shop_jokers[i]->ty = int2fx(160);
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}
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}
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int y = 6;
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memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0006, 1);
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memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0007, 2);
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memset16(&se_mem[MAIN_BG_SBB][3 + 32 * (y - 1)], 0x0008, 1);
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memset16(&se_mem[MAIN_BG_SBB][4 + 32 * (y - 1)], 0x0009, 4);
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memset16(&se_mem[MAIN_BG_SBB][7 + 32 * (y - 1)], 0x000A, 1);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0406, 1);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0406, 1);
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}
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else if (timer == 2)
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{
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int y = 5;
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memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0001, 1);
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memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0002, 7);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0401, 1);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0401, 1);
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}
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if (timer >= MENU_POP_OUT_ANIM_FRAMES)
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@@ -2097,6 +2156,11 @@ void game_shop()
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selection_x = 0; // Reset the selection
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top_row = true; // Reset the top row selection
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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{
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joker_object_destroy(&shop_jokers[i]); // Destroy the joker objects
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}
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increment_blind(BLIND_DEFEATED);
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game_set_state(GAME_BLIND_SELECT); // If we reach here, we should go to the blind select state
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+81
-1
@@ -3,6 +3,10 @@
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#include "joker.h"
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#include "joker_gfx.h"
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#include "graphic_utils.h"
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#include "card.h"
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#include <maxmod.h>
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#include <stdlib.h>
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const static u8 joker_data_lut[MAX_JOKERS][2] = // Rarity, Value
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{
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@@ -10,6 +14,15 @@ const static u8 joker_data_lut[MAX_JOKERS][2] = // Rarity, Value
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{COMMON_JOKER, 5}, // Greedy Joker
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};
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/* So for the card objects, I needed them to be properly sorted
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which is why they let you specify the layer index when creating a new card object.
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Since the cards would overlap a lot in your hand, If they weren't sorted properly, it would look like a mess.
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The joker objects are functionally identical to card objects, so they use the same logic.
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But I'm going to use a simpler approach for the joker objects
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since I'm lazy and sorting them wouldn't look good enough to warrant the effort.
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*/
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static bool used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for joker sprites
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void joker_init()
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{
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GRIT_CPY(&tile_mem[4][JOKER_TID], joker_gfxTiles);
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@@ -33,4 +46,71 @@ void joker_destroy(Joker **joker)
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if (*joker == NULL) return;
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free(*joker);
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*joker = NULL;
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}
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}
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// JokerObject methods
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JokerObject *joker_object_new(Joker *joker)
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{
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JokerObject *joker_object = malloc(sizeof(JokerObject));
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int layer = 0;
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for (int i = 0; i < MAX_JOKER_OBJECTS; i++)
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{
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if (!used_layers[i])
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{
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layer = i;
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used_layers[i] = true; // Mark this layer as used
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break;
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}
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}
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joker_object->joker = joker;
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joker_object->sprite = sprite_new
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(
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ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
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ATTR1_SIZE_32,
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JOKER_TID + (JOKER_SPRITE_OFFSET * joker->id),
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JOKER_PB,
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JOKER_STARTING_LAYER + layer
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);
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joker_object->tx = 0; // Target position
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joker_object->ty = 0;
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joker_object->x = 0;
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joker_object->y = 0;
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joker_object->vx = 0;
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joker_object->vy = 0;
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joker_object->tscale = float2fx(1.0f); // Target scale
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joker_object->scale = float2fx(1.0f);
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joker_object->vscale = float2fx(0.0f);
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joker_object->trotation = float2fx(0.0f); // Target rotation
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joker_object->rotation = float2fx(0.0f);
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joker_object->vrotation = float2fx(0.0f);
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return joker_object;
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}
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void joker_object_destroy(JokerObject **joker_object)
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{
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if (*joker_object == NULL) return;
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int layer = sprite_get_layer((*joker_object)->sprite) - JOKER_STARTING_LAYER;
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used_layers[layer] = false;
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sprite_destroy(&(*joker_object)->sprite); // Destroy the sprite
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joker_destroy(&(*joker_object)->joker); // Destroy the joker
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free(*joker_object);
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*joker_object = NULL;
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}
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void joker_object_update(JokerObject *joker_object)
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{
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// Re-use the card object update logic by casting the JokerObject to a CardObject temporarily
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// This works because card_object_update doesn't use any card data, which is why CardObject should've been generic. my bad
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CardObject *card_object = (CardObject *)joker_object;
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card_object_update(card_object);
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}
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void joker_object_score(JokerObject *joker_object, mm_word sound_id) // Another derived function of card_object
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{
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CardObject *card_object = (CardObject *)joker_object;
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card_object_score(card_object, sound_id);
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}
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@@ -79,6 +79,12 @@ void sprite_destroy(Sprite **sprite)
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*sprite = NULL;
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}
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|
||||
int sprite_get_layer(Sprite *sprite)
|
||||
{
|
||||
if (sprite == NULL || sprite->obj == NULL) return -1;
|
||||
return sprite->obj - obj_buffer;
|
||||
}
|
||||
|
||||
// Sprite functions
|
||||
void sprite_init()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user