Made blind tokens visible in GAME_BLIND_SELECT state
This commit is contained in:
+18
-9
@@ -6,12 +6,21 @@
|
||||
|
||||
void blinds_init()
|
||||
{
|
||||
// Blind graphics
|
||||
// Small Blind (fighting grit every step of the way as usual)
|
||||
//memcpy(&tile_mem[4][832], blinds_gfxTiles, blinds_gfxTilesLen);
|
||||
GRIT_CPY(&tile_mem[4][832], blinds_gfxTiles);
|
||||
const u16 small_blind_token_palette[4] = {0x7FFF, 0x34A1, 0x5DCB, 0x5104};
|
||||
memcpy16(&pal_obj_mem[17], &small_blind_token_palette, sizeof(small_blind_token_palette) / 2);
|
||||
// Blind graphics (fighting grit every step of the way as usual)
|
||||
GRIT_CPY(&tile_mem[4][SMALL_BLIND_TID], blinds_gfxTiles);
|
||||
|
||||
// Palettes for the blinds (Transparency, Text Color, Shadow, Highlight, Main Color) Use this: http://www.budmelvin.com/dev/15bitconverter.html
|
||||
// Small Blind
|
||||
const u16 small_blind_token_palette[5] = {0x0000, 0x7FFF, 0x34A1, 0x5DCB, 0x5104};
|
||||
memcpy16(&pal_obj_mem[16 * SMALL_BLIND_PB], &small_blind_token_palette, sizeof(small_blind_token_palette) / 2);
|
||||
|
||||
// Big Blind
|
||||
const u16 big_blind_token_palette[5] = {0x0000, 0x2527, 0x15F5, 0x36FC, 0x1E9C};
|
||||
memcpy16(&pal_obj_mem[16 * BIG_BLIND_PB], &big_blind_token_palette, sizeof(big_blind_token_palette) / 2);
|
||||
|
||||
// Boss Blind (This is temporary. Each boss blind is unique and will have to have its own graphics and palette which will probably be stored in some huge array)
|
||||
const u16 boss_blind_token_palette[5] = {0x0000, 0x2CC9, 0x3D0D, 0x5E14, 0x5171};
|
||||
memcpy16(&pal_obj_mem[16 * BOSS_BLIND_PB], &boss_blind_token_palette, sizeof(boss_blind_token_palette) / 2);
|
||||
}
|
||||
|
||||
int blind_get_requirement(int type, int ante)
|
||||
@@ -56,13 +65,13 @@ Sprite *blind_token_new(int type, int x, int y, int sprite_index)
|
||||
switch (type)
|
||||
{
|
||||
case SMALL_BLIND:
|
||||
sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP, ATTR1_SIZE_32x32, 832, 1, sprite_index);
|
||||
sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP, ATTR1_SIZE_32x32, SMALL_BLIND_TID, SMALL_BLIND_PB, sprite_index);
|
||||
break;
|
||||
case BIG_BLIND:
|
||||
// Use the big blind sprite
|
||||
sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP, ATTR1_SIZE_32x32, BIG_BLIND_TID, BIG_BLIND_PB, sprite_index);
|
||||
break;
|
||||
case BOSS_BLIND:
|
||||
// Use the boss blind sprite
|
||||
sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP, ATTR1_SIZE_32x32, BOSS_BLIND_TID, BOSS_BLIND_PB, sprite_index);
|
||||
break;
|
||||
default:
|
||||
return NULL;
|
||||
|
||||
Reference in New Issue
Block a user