Jokers appear in the shop but don't do anything yet

This commit is contained in:
cellos51
2025-07-18 19:29:17 -04:00
parent 4a5644eddb
commit 176910c483
9 changed files with 197 additions and 21 deletions
+5 -4
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@@ -38,16 +38,17 @@ GRAPHICS := graphics
#---------------------------------------------------------------------------------
ARCH := -mthumb -mthumb-interwork
CFLAGS := -g -Wall -O2\
-mcpu=arm7tdmi -mtune=arm7tdmi\
$(ARCH)
CFLAGS := -O3 -Wall \
-mcpu=arm7tdmi -mtune=arm7tdmi \
-ffast-math -fomit-frame-pointer -funroll-loops -flto \
$(ARCH)
CFLAGS += $(INCLUDE)
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
ASFLAGS := -g $(ARCH)
LDFLAGS = -g $(ARCH) -Wl,-Map,$(notdir $*.map)
LDFLAGS = -g $(ARCH) -Wl,-Map,$(notdir $*.map) -flto
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
+2
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@@ -2,6 +2,7 @@
#define CARD_H
#include <tonc.h>
#include <maxmod.h>
#include "sprite.h"
@@ -65,5 +66,6 @@ CardObject *card_object_new(Card *card);
void card_object_destroy(CardObject **card_object);
void card_object_update(CardObject *card_object); // Update the card object position and scale
void card_object_set_sprite(CardObject *card_object, int layer);
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
#endif // CARD_H
+2
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@@ -3,6 +3,8 @@
#define MAX_HAND_SIZE 16
#define MAX_DECK_SIZE 52
#define MAX_JOKERS_SIZE 5
#define MAX_SHOP_JOKERS 2 // TODO: Make this dynamic and allow for other items besides jokers
#define MAX_SELECTION_SIZE 5
#define FRAMES(x) (((x) + game_speed - 1) / game_speed)
+10 -1
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@@ -2,7 +2,11 @@
#define JOKER_H
#define JOKER_TID 880 // Tile ID for the starting index in the tile memory
#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
#define JOKER_PB 4 // Palette bank for the default jokers
#define JOKER_STARTING_LAYER 27
#include <maxmod.h>
#include "sprite.h"
#include "card.h"
@@ -19,6 +23,7 @@
#define LEGENDARY_JOKER 3
#define MAX_JOKERS 2 // The current maximum jokers added
#define MAX_JOKER_OBJECTS 32 // The maximum number of joker objects that can be created at once
#define DEFAULT_JOKER_ID 0
#define GREEDY_JOKER_ID 1 // This is just an example to show the patern of making joker IDs
@@ -44,6 +49,7 @@ typedef struct // copy of CardObject in card.h
FIXED trotation;
FIXED rotation;
FIXED vrotation;
bool selected;
} JokerObject;
typedef struct // These jokers are triggered after the played hand has finished scoring.
@@ -74,6 +80,9 @@ void joker_destroy(Joker **joker);
IndependentEffect joker_independent_effect(Joker *joker);
OnScoredEffect joker_on_scored(Joker *joker, Card *scored_card);
void joker_object_score(JokerObject *joker_object); // This doesn't actually score anything, it just performs an animation and plays a sound effect
JokerObject *joker_object_new(Joker *joker);
void joker_object_destroy(JokerObject **joker_object);
void joker_object_update(JokerObject *joker_object);
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
#endif // JOKER_H
+1
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@@ -15,6 +15,7 @@ typedef struct
Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index);
Sprite *affine_sprite_new(u16 a0, u16 a1, u32 tid, u32 pb);
void sprite_destroy(Sprite **sprite);
int sprite_get_layer(Sprite *sprite);
INLINE void sprite_position(Sprite *sprite, int x, int y)
{
sprite->pos.x = x;
+12 -1
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@@ -151,4 +151,15 @@ void card_object_set_sprite(CardObject *card_object, int layer)
{
sprite_destroy(&card_object->sprite); // Destroy the old sprite if it exists
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);
}
}
void card_object_score(CardObject *card_object, mm_word sound_id)
{
card_object->vscale = float2fx(0.3f); // Scale down the card when it's scored
card_object->vrotation = float2fx(8.0f); // Rotate the card when it's scored
if (sound_id == -1) return; // If no sound ID is provided, do nothing
mm_sound_effect sfx_select = {{sound_id}, 1024, 0, 255, 128,};
mmEffectEx(&sfx_select);
}
+78 -14
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@@ -9,6 +9,7 @@
#include "sprite.h"
#include "card.h"
#include "blind.h"
#include "joker.h"
#include "graphic_utils.h"
#include "tonc_video.h"
@@ -79,6 +80,9 @@ static int deck_top = -1;
static Card *discard_pile[MAX_DECK_SIZE] = {NULL};
static int discard_top = -1;
static JokerObject *jokers[MAX_JOKERS] = {NULL};
static int jokers_top = -1;
// Played stack
static inline void played_push(CardObject *card_object)
{
@@ -118,6 +122,18 @@ static inline Card *discard_pop()
return discard_pile[discard_top--];
}
static inline void joker_push(JokerObject *joker)
{
if (jokers_top >= MAX_JOKERS_SIZE - 1) return;
jokers[++jokers_top] = joker;
}
static inline JokerObject *joker_pop()
{
if (jokers_top < 0) return NULL;
return jokers[jokers_top--];
}
// Consts
// Rects left top right bottom
@@ -877,13 +893,13 @@ void game_round_init()
cards_drawn = 0;
hand_selections = 0;
playing_blind_token = blind_token_new(current_blind, 8, 18, 33); // Create the blind token sprite at the top left corner
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
// TODO: Hide blind token and display it after sliding blind rect animation
//if (playing_blind_token != NULL)
//{
// obj_hide(playing_blind_token->obj); // Hide the blind token sprite for now
//}
round_end_blind_token = blind_token_new(current_blind, 82, 86, 34); // Create the blind token sprite for round end
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
if (round_end_blind_token != NULL)
{
@@ -930,9 +946,9 @@ void game_init()
hands = max_hands;
discards = max_discards;
blind_select_tokens[SMALL_BLIND] = blind_token_new(SMALL_BLIND, 8, 18, 35);
blind_select_tokens[BIG_BLIND] = blind_token_new(BIG_BLIND, 8, 18, 36);
blind_select_tokens[BOSS_BLIND] = blind_token_new(BOSS_BLIND, 8, 18, 37);
blind_select_tokens[SMALL_BLIND] = blind_token_new(SMALL_BLIND, 8, 18, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 3);
blind_select_tokens[BIG_BLIND] = blind_token_new(BIG_BLIND, 8, 18, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 4);
blind_select_tokens[BOSS_BLIND] = blind_token_new(BOSS_BLIND, 8, 18, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 5);
obj_hide(blind_select_tokens[SMALL_BLIND]->obj);
obj_hide(blind_select_tokens[BIG_BLIND]->obj);
@@ -1471,12 +1487,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
tte_write(score_buffer);
*played_selections = scored_cards;
//played[j]->vy += (3 << FIX_SHIFT);
played[played_top - j]->vscale = float2fx(0.3f); // Scale down the card when it's scored
played[played_top - j]->vrotation = float2fx(8.0f); // Rotate the card when it's scored
mm_sound_effect sfx_select = {{SFX_CARD_SELECT}, 1024, 0, 255, 128,};
mmEffectEx(&sfx_select);
card_object_score(played[played_top - j], SFX_CARD_SELECT);
// Relocated card scoring logic here
chips += card_get_value(played[played_top - j]->card);
@@ -1618,6 +1629,31 @@ static void game_round_end_cashout()
set_score(score); // Set the score display
}
static void game_shop_create_items(JokerObject *shop_jokers[], bool first_time)
{
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
joker_object_destroy(&shop_jokers[i]); // Destroy the joker object if it exists
}
shop_jokers[i] = joker_object_new(joker_new(DEFAULT_JOKER_ID));
shop_jokers[i]->x = int2fx(120 + i * 32);
shop_jokers[i]->y = int2fx(160);
shop_jokers[i]->tx = shop_jokers[i]->x;
shop_jokers[i]->ty = int2fx(71);
if (first_time == false)
{
shop_jokers[i]->y = shop_jokers[i]->ty; // If it's not the first time, set the y position to the target position
joker_object_score(shop_jokers[i], UNDEFINED); // Give the joker a little wiggle animation
}
sprite_position(shop_jokers[i]->sprite, fx2int(shop_jokers[i]->x), fx2int(shop_jokers[i]->y));
}
}
void game_playing()
{
// TODO: Blind rect sliding into view animation...
@@ -1923,6 +1959,16 @@ void game_shop()
// TODO: Later move these static variables somewhere else so they can be reused for each game state
static int state = 0;
static JokerObject *shop_jokers[MAX_SHOP_JOKERS] = {NULL};
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
joker_object_update(shop_jokers[i]);
}
}
// these are for controlling the shop menu
static bool top_row = true;
static ushort selection_x = 0;
@@ -1960,6 +2006,11 @@ void game_shop()
{
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_UP);
if (timer == 1)
{
game_shop_create_items(shop_jokers, true);
}
if (timer >= 7) // Shift the shop icon
{
int timer_offset = timer - 6;
@@ -2052,7 +2103,7 @@ void game_shop()
if (key_hit(KEY_A))
{
// Do shop re-roll for money
game_shop_create_items(shop_jokers, false);
}
}
@@ -2067,20 +2118,28 @@ void game_shop()
if (timer == 1)
{
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
shop_jokers[i]->ty = int2fx(160);
}
}
int y = 6;
memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0006, 1);
memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0007, 2);
memset16(&se_mem[MAIN_BG_SBB][3 + 32 * (y - 1)], 0x0008, 1);
memset16(&se_mem[MAIN_BG_SBB][4 + 32 * (y - 1)], 0x0009, 4);
memset16(&se_mem[MAIN_BG_SBB][7 + 32 * (y - 1)], 0x000A, 1);
memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0406, 1);
memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0406, 1);
}
else if (timer == 2)
{
int y = 5;
memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0001, 1);
memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0002, 7);
memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0401, 1);
memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0401, 1);
}
if (timer >= MENU_POP_OUT_ANIM_FRAMES)
@@ -2097,6 +2156,11 @@ void game_shop()
selection_x = 0; // Reset the selection
top_row = true; // Reset the top row selection
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
joker_object_destroy(&shop_jokers[i]); // Destroy the joker objects
}
increment_blind(BLIND_DEFEATED);
game_set_state(GAME_BLIND_SELECT); // If we reach here, we should go to the blind select state
+81 -1
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@@ -3,6 +3,10 @@
#include "joker.h"
#include "joker_gfx.h"
#include "graphic_utils.h"
#include "card.h"
#include <maxmod.h>
#include <stdlib.h>
const static u8 joker_data_lut[MAX_JOKERS][2] = // Rarity, Value
{
@@ -10,6 +14,15 @@ const static u8 joker_data_lut[MAX_JOKERS][2] = // Rarity, Value
{COMMON_JOKER, 5}, // Greedy Joker
};
/* So for the card objects, I needed them to be properly sorted
which is why they let you specify the layer index when creating a new card object.
Since the cards would overlap a lot in your hand, If they weren't sorted properly, it would look like a mess.
The joker objects are functionally identical to card objects, so they use the same logic.
But I'm going to use a simpler approach for the joker objects
since I'm lazy and sorting them wouldn't look good enough to warrant the effort.
*/
static bool used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for joker sprites
void joker_init()
{
GRIT_CPY(&tile_mem[4][JOKER_TID], joker_gfxTiles);
@@ -33,4 +46,71 @@ void joker_destroy(Joker **joker)
if (*joker == NULL) return;
free(*joker);
*joker = NULL;
}
}
// JokerObject methods
JokerObject *joker_object_new(Joker *joker)
{
JokerObject *joker_object = malloc(sizeof(JokerObject));
int layer = 0;
for (int i = 0; i < MAX_JOKER_OBJECTS; i++)
{
if (!used_layers[i])
{
layer = i;
used_layers[i] = true; // Mark this layer as used
break;
}
}
joker_object->joker = joker;
joker_object->sprite = sprite_new
(
ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
ATTR1_SIZE_32,
JOKER_TID + (JOKER_SPRITE_OFFSET * joker->id),
JOKER_PB,
JOKER_STARTING_LAYER + layer
);
joker_object->tx = 0; // Target position
joker_object->ty = 0;
joker_object->x = 0;
joker_object->y = 0;
joker_object->vx = 0;
joker_object->vy = 0;
joker_object->tscale = float2fx(1.0f); // Target scale
joker_object->scale = float2fx(1.0f);
joker_object->vscale = float2fx(0.0f);
joker_object->trotation = float2fx(0.0f); // Target rotation
joker_object->rotation = float2fx(0.0f);
joker_object->vrotation = float2fx(0.0f);
return joker_object;
}
void joker_object_destroy(JokerObject **joker_object)
{
if (*joker_object == NULL) return;
int layer = sprite_get_layer((*joker_object)->sprite) - JOKER_STARTING_LAYER;
used_layers[layer] = false;
sprite_destroy(&(*joker_object)->sprite); // Destroy the sprite
joker_destroy(&(*joker_object)->joker); // Destroy the joker
free(*joker_object);
*joker_object = NULL;
}
void joker_object_update(JokerObject *joker_object)
{
// Re-use the card object update logic by casting the JokerObject to a CardObject temporarily
// This works because card_object_update doesn't use any card data, which is why CardObject should've been generic. my bad
CardObject *card_object = (CardObject *)joker_object;
card_object_update(card_object);
}
void joker_object_score(JokerObject *joker_object, mm_word sound_id) // Another derived function of card_object
{
CardObject *card_object = (CardObject *)joker_object;
card_object_score(card_object, sound_id);
}
+6
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@@ -79,6 +79,12 @@ void sprite_destroy(Sprite **sprite)
*sprite = NULL;
}
int sprite_get_layer(Sprite *sprite)
{
if (sprite == NULL || sprite->obj == NULL) return -1;
return sprite->obj - obj_buffer;
}
// Sprite functions
void sprite_init()
{