kind of fixed how game_speed behaves
This commit is contained in:
+745
-781
File diff suppressed because it is too large
Load Diff
+1
-1
@@ -83,7 +83,7 @@ static int get_unused_joker_pb()
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}
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static int allocate_pb_if_needed(u8 joker_id)
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{
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{
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int joker_spritesheet_idx = joker_get_spritesheet_idx(joker_id);
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int joker_pb = joker_spritesheet_pb_map[joker_spritesheet_idx];
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if (joker_pb != UNDEFINED)
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+23
-27
@@ -13,7 +13,7 @@
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#define SPRITE_FOCUS_RAISE_PX 10
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OBJ_ATTR obj_buffer[MAX_SPRITES];
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OBJ_AFFINE *obj_aff_buffer = (OBJ_AFFINE *)obj_buffer;
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OBJ_AFFINE *obj_aff_buffer = (OBJ_AFFINE*)obj_buffer;
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static Sprite *free_sprites[MAX_SPRITES] = {NULL};
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static bool free_affines[MAX_AFFINES] = {false};
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@@ -26,7 +26,7 @@ Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index)
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sprite->obj = NULL;
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sprite->aff = NULL;
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if (!free_sprites[sprite_index])
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if(!free_sprites[sprite_index])
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{
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free_sprites[sprite_index] = sprite;
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}
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@@ -40,9 +40,9 @@ Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index)
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{
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int aff_index = MAX_AFFINES;
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for (int i = 0; i < MAX_AFFINES; i++)
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for(int i = 0; i < MAX_AFFINES; i++)
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{
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if (!free_affines[i])
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if(!free_affines[i])
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{
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free_affines[i] = true;
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aff_index = i;
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@@ -74,8 +74,7 @@ Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index)
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void sprite_destroy(Sprite **sprite)
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{
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if (*sprite == NULL)
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return;
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if (*sprite == NULL) return;
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obj_hide((*sprite)->obj);
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free_sprites[(*sprite)->obj - obj_buffer] = NULL;
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if ((*sprite)->aff != NULL)
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@@ -88,15 +87,14 @@ void sprite_destroy(Sprite **sprite)
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int sprite_get_layer(Sprite *sprite)
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{
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if (sprite == NULL || sprite->obj == NULL)
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return -1;
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if (sprite == NULL || sprite->obj == NULL) return -1;
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return sprite->obj - obj_buffer;
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}
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// Sprite functions
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void sprite_init()
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{
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oam_init(obj_buffer, MAX_SPRITES);
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oam_init(obj_buffer, MAX_SPRITES);
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}
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void sprite_draw()
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@@ -115,9 +113,9 @@ int sprite_get_pb(const Sprite *sprite)
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}
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// SpriteObject methods
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SpriteObject *sprite_object_new()
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SpriteObject* sprite_object_new()
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{
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SpriteObject *sprite_object = (SpriteObject *)malloc(sizeof(SpriteObject));
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SpriteObject* sprite_object = (SpriteObject*)malloc(sizeof(SpriteObject));
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sprite_object->sprite = NULL;
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sprite_object_reset_transform(sprite_object);
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sprite_object->selected = false;
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@@ -126,16 +124,15 @@ SpriteObject *sprite_object_new()
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return sprite_object;
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}
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void sprite_object_destroy(SpriteObject **sprite_object)
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void sprite_object_destroy(SpriteObject** sprite_object)
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{
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if (*sprite_object == NULL)
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return;
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if (*sprite_object == NULL) return;
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sprite_destroy(&((*sprite_object)->sprite));
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free(*sprite_object);
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*sprite_object = NULL;
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}
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void sprite_object_set_sprite(SpriteObject *sprite_object, Sprite *sprite)
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void sprite_object_set_sprite(SpriteObject* sprite_object, Sprite* sprite)
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{
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if (sprite_object == NULL)
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return;
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@@ -143,7 +140,7 @@ void sprite_object_set_sprite(SpriteObject *sprite_object, Sprite *sprite)
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sprite_object->sprite = sprite;
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}
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void sprite_object_reset_transform(SpriteObject *sprite_object)
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void sprite_object_reset_transform(SpriteObject* sprite_object)
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{
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sprite_object->tx = 0; // Target position
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sprite_object->ty = 0;
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@@ -159,7 +156,7 @@ void sprite_object_reset_transform(SpriteObject *sprite_object)
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sprite_object->vrotation = 0;
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}
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void sprite_object_update(SpriteObject *sprite_object)
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void sprite_object_update(SpriteObject* sprite_object)
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{
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sprite_object->vx += (sprite_object->tx - sprite_object->x) / (8 / game_speed); // SPEED
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sprite_object->vy += (sprite_object->ty - sprite_object->y) / (8 / game_speed);
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@@ -215,39 +212,38 @@ void sprite_object_update(SpriteObject *sprite_object)
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sprite_position(sprite_object->sprite, fx2int(sprite_object->x), fx2int(sprite_object->y));
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}
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void sprite_object_shake(SpriteObject *sprite_object, mm_word sound_id)
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void sprite_object_shake(SpriteObject* sprite_object, mm_word sound_id)
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{
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sprite_object->vscale = float2fx(0.3f);
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sprite_object->vrotation = float2fx(8.0f); // Rotate the card when it's scored
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sprite_object->vrotation = float2fx(8.0f); //Rotate the card when it's scored
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if (sound_id == UNDEFINED)
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return; // If no sound ID is provided, do nothing
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if (sound_id == UNDEFINED) return; // If no sound ID is provided, do nothing
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play_sfx(sound_id, MM_BASE_PITCH_RATE);
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}
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void sprite_object_set_selected(SpriteObject *sprite_object, bool selected)
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void sprite_object_set_selected(SpriteObject* sprite_object, bool selected)
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{
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if (sprite_object == NULL)
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return;
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sprite_object->selected = selected;
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}
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bool sprite_object_is_selected(SpriteObject *sprite_object)
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bool sprite_object_is_selected(SpriteObject* sprite_object)
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{
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if (sprite_object == NULL)
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return false;
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return sprite_object->selected;
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}
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Sprite *sprite_object_get_sprite(SpriteObject *sprite_object)
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Sprite* sprite_object_get_sprite(SpriteObject* sprite_object)
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{
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if (sprite_object == NULL)
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return NULL;
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return sprite_object->sprite;
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}
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void sprite_object_set_focus(SpriteObject *sprite_object, bool focus)
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void sprite_object_set_focus(SpriteObject* sprite_object, bool focus)
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{
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if (sprite_object->focused == focus)
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{
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@@ -255,11 +251,11 @@ void sprite_object_set_focus(SpriteObject *sprite_object, bool focus)
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}
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sprite_object->focused = focus;
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play_sfx(SFX_CARD_FOCUS, MM_BASE_PITCH_RATE + rand() % 512);
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play_sfx(SFX_CARD_FOCUS , MM_BASE_PITCH_RATE + rand() % 512);
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sprite_object->ty = sprite_object->ty + int2fx((focus ? -1 : 1) * SPRITE_FOCUS_RAISE_PX);
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}
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bool sprite_object_is_focused(SpriteObject *sprite_object)
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bool sprite_object_is_focused(SpriteObject* sprite_object)
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{
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return sprite_object->focused;
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}
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