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
+78 -14
View File
@@ -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