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