Joker pooling - Existing or owned jokers can't appear in shop + shop code refactor

This commit is contained in:
MeirGavish
2025-08-09 20:48:18 +03:00
parent 9d4b6a04b8
commit 3441a1dae8
3 changed files with 274 additions and 186 deletions
+240 -181
View File
@@ -23,6 +23,8 @@
#include "soundbank.h"
#include "list.h"
// This seed system is temporary.
static uint rng_seed = 2048;
static bool seeded = false;
@@ -171,6 +173,8 @@ int get_jokers_top(void) {
return jokers_top;
}
IntList* jokers_available_to_shop;
// Consts
// Rects left top right bottom
@@ -998,8 +1002,21 @@ void game_set_state(enum GameState new_game_state)
game_state = new_game_state;
}
void jokers_avialable_to_shop_init()
{
int num_defined_jokers = get_joker_registry_size();
jokers_available_to_shop = int_list_new(get_joker_registry_size());
for (int i = 0; i < num_defined_jokers; i++)
{
// Add all joker IDs sequentially
int_list_append(jokers_available_to_shop, i);
}
}
void game_init()
{
jokers_avialable_to_shop_init();
hands = max_hands;
discards = max_discards;
@@ -1818,41 +1835,6 @@ static void game_round_end_cashout()
display_score(score); // Set the score display
}
static void game_shop_create_items(JokerObject *shop_jokers[], bool first_time)
{
tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
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
}
u8 joker_id = random() % get_joker_registry_size();
// TODO: don't pick a joker that we already own
// TODO: weight the random choice by joker rarity
shop_jokers[i] = joker_object_new(joker_new(joker_id));
shop_jokers[i]->sprite_object->x = int2fx(120 + i * 32);
shop_jokers[i]->sprite_object->y = int2fx(160);
shop_jokers[i]->sprite_object->tx = shop_jokers[i]->sprite_object->x;
shop_jokers[i]->sprite_object->ty = int2fx(71);
int x = fx2int(shop_jokers[i]->sprite_object->tx) + TILE_SIZE - (get_digits_even(shop_jokers[i]->joker->value) - 1) * TILE_SIZE;
int y = fx2int(shop_jokers[i]->sprite_object->ty) + CARD_SPRITE_SIZE + TILE_SIZE;
tte_printf("#{P:%d,%d; cx:0xC000}$%d", x, y, shop_jokers[i]->joker->value);
if (first_time == false)
{
shop_jokers[i]->sprite_object->y = shop_jokers[i]->sprite_object->ty; // If it's not the first time, set the y position to the target position
joker_object_shake(shop_jokers[i], UNDEFINED); // Give the joker a little wiggle animation
}
sprite_position(joker_object_get_sprite(shop_jokers[i]), fx2int(shop_jokers[i]->sprite_object->x), fx2int(shop_jokers[i]->sprite_object->y));
}
}
void game_playing()
{
// TODO: Blind rect sliding into view animation...
@@ -2155,13 +2137,47 @@ void game_round_end()
}
}
void game_shop_intro(JokerObject* shop_jokers[])
static void game_shop_create_items(JokerObject *shop_jokers[])
{
tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
// Note: this needs to happen after the existing joker destruction above
if (int_list_get_size(jokers_available_to_shop) == 0)
{
// No jokers to create
continue;
}
// TODO: weight the random choice by joker rarity
int joker_idx = random() % int_list_get_size(jokers_available_to_shop);
int joker_id = int_list_get(jokers_available_to_shop, joker_idx);
int_list_remove_by_idx(jokers_available_to_shop, joker_idx);
shop_jokers[i] = joker_object_new(joker_new(joker_id));
shop_jokers[i]->sprite_object->x = int2fx(120 + i * 32);
shop_jokers[i]->sprite_object->y = int2fx(160);
shop_jokers[i]->sprite_object->tx = shop_jokers[i]->sprite_object->x;
shop_jokers[i]->sprite_object->ty = int2fx(71);
int x = fx2int(shop_jokers[i]->sprite_object->tx) + TILE_SIZE - (get_digits_even(shop_jokers[i]->joker->value) - 1) * TILE_SIZE;
int y = fx2int(shop_jokers[i]->sprite_object->ty) + CARD_SPRITE_SIZE + TILE_SIZE;
tte_printf("#{P:%d,%d; cx:0xC000}$%d", x, y, shop_jokers[i]->joker->value);
sprite_position(joker_object_get_sprite(shop_jokers[i]), fx2int(shop_jokers[i]->sprite_object->x), fx2int(shop_jokers[i]->sprite_object->y));
}
}
// Intro sequence (menu and shop icon coming into frame)
static void game_shop_intro(JokerObject* shop_jokers[])
{
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
if (timer == 1)
{
game_shop_create_items(shop_jokers, true);
game_shop_create_items(shop_jokers);
}
if (timer >= 7) // Shift the shop icon
@@ -2188,6 +2204,181 @@ void game_shop_intro(JokerObject* shop_jokers[])
}
}
static void game_shop_reroll(JokerObject** shop_jokers, int *reroll_cost)
{
money -= *reroll_cost;
display_money(money); // Update the money display
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
int_list_append(jokers_available_to_shop, shop_jokers[i]->joker->id);
joker_object_destroy(&shop_jokers[i]); // Destroy the joker object if it exists
}
}
game_shop_create_items(shop_jokers);
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
shop_jokers[i]->sprite_object->y = shop_jokers[i]->sprite_object->ty; // Set the y position to the target position
joker_object_shake(shop_jokers[i], UNDEFINED); // Give the joker a little wiggle animation
}
}
(*reroll_cost)++;
tte_printf("#{P:%d,%d; cx:0xF000}$%d", SHOP_REROLL_RECT.left, SHOP_REROLL_RECT.top, *reroll_cost);
}
// Shop menu input and selection
static void game_shop_process_user_input(JokerObject** shop_jokers)
{
const int REROLL_BASE_COST = 5; // Base cost for rerolling the shop items
static int reroll_cost = REROLL_BASE_COST;
// temp variables for future implementation
const ushort max_items_top = MAX_SHOP_JOKERS;
const ushort max_items_bottom = 0;
if (timer == 1)
{
tte_printf("#{P:%d,%d; cx:0xF000}$%d", SHOP_REROLL_RECT.left, SHOP_REROLL_RECT.top, reroll_cost);
}
// Shop input logic
if (key_hit(KEY_UP))
{
selection_y = 0;
if (selection_x > max_items_top)
{
selection_x = max_items_top;
}
}
else if (key_hit(KEY_DOWN))
{
selection_y = 1;
if (selection_x > max_items_bottom)
{
selection_x = max_items_bottom;
}
}
else if (key_hit(KEY_LEFT))
{
if (selection_x > 0)
{
selection_x--;
}
}
else if (key_hit(KEY_RIGHT))
{
// TODO: Don't allow cursor on sold items
if (selection_y == 0 && selection_x < max_items_top)
{
selection_x++;
}
else if (selection_y == 1 && selection_x < max_items_bottom)
{
selection_x++;
}
}
memcpy16(&pal_bg_mem[7], &pal_bg_mem[3], 1);
memcpy16(&pal_bg_mem[5], &pal_bg_mem[16], 1);
// Shop selection logic
if (selection_x == 0 && selection_y == 0) // Next round button
{
memset16(&pal_bg_mem[5], 0xFFFF, 1);
if (key_hit(SELECT_CARD))
{
// Go to next blind selection game state
state = 2; // Go to the outro sequence state
timer = 0; // Reset the timer
reroll_cost = REROLL_BASE_COST;
memcpy16(&pal_bg_mem[5], &pal_bg_mem[6], 1);
// memcpy16(&pal_bg_mem[16], &pal_bg_mem[6], 1);
// This changes the color of the button to a dark red.
// However, it shares a palette with the shop icon, so it will change the color of the shop icon as well.
// And I don't care enough to fix it right now.
}
}
else if (selection_x == 0 && selection_y == 1) // Reroll button
{
memset16(&pal_bg_mem[7], 0xFFFF, 1);
if (key_hit(SELECT_CARD) && money >= reroll_cost)
{
game_shop_reroll(shop_jokers, &reroll_cost);
}
}
for (int i = 0; i < MAX_SHOP_JOKERS; i++) // Item selection logic
{
if (shop_jokers[i] != NULL)
{
if (i == selection_x - 1 && selection_y == 0)
{
shop_jokers[i]->sprite_object->ty = int2fx(61);
if (key_hit(SELECT_CARD) && jokers_top < MAX_JOKERS_HELD_SIZE - 1 && money >= shop_jokers[i]->joker->value)
{
joker_push(shop_jokers[i]);
money -= shop_jokers[i]->joker->value; // Deduct the money spent on the joker
display_money(money); // Update the money display
Rect joker_price_rect;
joker_price_rect.left = fx2int(shop_jokers[i]->sprite_object->tx);
// 2*TILE_SIZE because the item is highlighted and raised by 1 additional tile
joker_price_rect.top = fx2int(shop_jokers[i]->sprite_object->ty) + CARD_SPRITE_SIZE + 2*TILE_SIZE;
joker_price_rect.right = joker_price_rect.left + TILE_SIZE * 3;
joker_price_rect.bottom = joker_price_rect.top + TILE_SIZE;
tte_erase_rect_wrapper(joker_price_rect);
shop_jokers[i] = NULL; // Remove the joker from the shop
}
}
else
{
shop_jokers[i]->sprite_object->ty = int2fx(71);
}
}
}
}
static void game_shop_lights_anim_frame()
{
// Shift palette around the border of the shop icon
COLOR shifted_palette[4];
memcpy16(&shifted_palette[0], &pal_bg_mem[14], 1);
memcpy16(&shifted_palette[1], &pal_bg_mem[17], 1);
memcpy16(&shifted_palette[2], &pal_bg_mem[22], 1);
memcpy16(&shifted_palette[3], &pal_bg_mem[8], 1);
// Circularly shift the palette
int last = shifted_palette[3];
for (int i = 3; i > 0; --i)
{
shifted_palette[i] = shifted_palette[i - 1];
}
shifted_palette[0] = last;
memcpy16(&pal_bg_mem[14], &shifted_palette[0], 1); // Copy the shifted palette to the next 4 slots
memcpy16(&pal_bg_mem[17], &shifted_palette[1], 1);
memcpy16(&pal_bg_mem[22], &shifted_palette[2], 1);
memcpy16(&pal_bg_mem[8], &shifted_palette[3], 1);
}
void game_shop()
{
change_background(BG_ID_SHOP);
@@ -2202,159 +2393,21 @@ void game_shop()
}
}
const int reroll_base_cost = 5; // Base cost for rerolling the shop items
static int reroll_cost = reroll_base_cost;
// temp variables for future implementation
const ushort max_items_top = MAX_SHOP_JOKERS;
const ushort max_items_bottom = 0;
if (timer % 20 == 0) // Shift palette around the border of the shop icon
if (timer % 20 == 0)
{
COLOR shifted_palette[4];
memcpy16(&shifted_palette[0], &pal_bg_mem[14], 1);
memcpy16(&shifted_palette[1], &pal_bg_mem[17], 1);
memcpy16(&shifted_palette[2], &pal_bg_mem[22], 1);
memcpy16(&shifted_palette[3], &pal_bg_mem[8], 1);
// Circularly shift the palette
int last = shifted_palette[3];
for (int i = 3; i > 0; --i) {
shifted_palette[i] = shifted_palette[i - 1];
}
shifted_palette[0] = last;
memcpy16(&pal_bg_mem[14], &shifted_palette[0], 1); // Copy the shifted palette to the next 4 slots
memcpy16(&pal_bg_mem[17], &shifted_palette[1], 1);
memcpy16(&pal_bg_mem[22], &shifted_palette[2], 1);
memcpy16(&pal_bg_mem[8], &shifted_palette[3], 1);
game_shop_lights_anim_frame();
}
switch (state) // I'm only using magic numbers here for the sake of simplicity since it's just sequential, but you can replace them with named constants or enums if it makes it clearer
{
case 0: // Intro sequence (menu and shop icon coming into frame)
case 0:
{
game_shop_intro(shop_jokers);
break;
}
case 1: // Shop menu input and selection
case 1:
{
if (timer == 1)
{
tte_printf("#{P:%d,%d; cx:0xF000}$%d", SHOP_REROLL_RECT.left, SHOP_REROLL_RECT.top, reroll_cost);
}
// Shop input logic
if (key_hit(KEY_UP))
{
selection_y = 0;
if (selection_x > max_items_top)
{
selection_x = max_items_top;
}
}
else if (key_hit(KEY_DOWN))
{
selection_y = 1;
if (selection_x > max_items_bottom)
{
selection_x = max_items_bottom;
}
}
else if (key_hit(KEY_LEFT))
{
if (selection_x > 0)
{
selection_x--;
}
}
else if (key_hit(KEY_RIGHT))
{
if (selection_y == 0 && selection_x < max_items_top)
{
selection_x++;
}
else if (selection_y == 1 && selection_x < max_items_bottom)
{
selection_x++;
}
}
memcpy16(&pal_bg_mem[7], &pal_bg_mem[3], 1);
memcpy16(&pal_bg_mem[5], &pal_bg_mem[16], 1);
// Shop selection logic
if (selection_x == 0 && selection_y == 0)
{
memset16(&pal_bg_mem[5], 0xFFFF, 1);
if (key_hit(SELECT_CARD))
{
// Go to next blind selection game state
state = 2; // Go to the outro sequence state
timer = 0; // Reset the timer
memcpy16(&pal_bg_mem[5], &pal_bg_mem[6], 1);
// memcpy16(&pal_bg_mem[16], &pal_bg_mem[6], 1);
// This changes the color of the button to a dark red.
// However, it shares a palette with the shop icon, so it will change the color of the shop icon as well.
// And I don't care enough to fix it right now.
}
}
else if (selection_x == 0 && selection_y == 1)
{
memset16(&pal_bg_mem[7], 0xFFFF, 1);
if (key_hit(SELECT_CARD) && money >= reroll_cost)
{
money -= reroll_cost;
display_money(money); // Update the money display
game_shop_create_items(shop_jokers, false);
reroll_cost++;
tte_printf("#{P:%d,%d; cx:0xF000}$%d", SHOP_REROLL_RECT.left, SHOP_REROLL_RECT.top, reroll_cost);
}
}
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
if (i == selection_x - 1 && selection_y == 0)
{
shop_jokers[i]->sprite_object->ty = int2fx(61);
if (key_hit(SELECT_CARD) && jokers_top < MAX_JOKERS_HELD_SIZE - 1 && money >= shop_jokers[i]->joker->value)
{
joker_push(shop_jokers[i]);
money -= shop_jokers[i]->joker->value; // Deduct the money spent on the joker
display_money(money); // Update the money display
Rect joker_price_rect;
joker_price_rect.left = fx2int(shop_jokers[i]->sprite_object->tx);
// 2*TILE_SIZE because the item is highlighted and raised by 1 additional tile
joker_price_rect.top = fx2int(shop_jokers[i]->sprite_object->ty) + CARD_SPRITE_SIZE + 2*TILE_SIZE;
joker_price_rect.right = joker_price_rect.left + TILE_SIZE * 3;
joker_price_rect.bottom = joker_price_rect.top + TILE_SIZE;
tte_erase_rect_wrapper(joker_price_rect);
shop_jokers[i] = NULL; // Remove the joker from the shop
}
}
else
{
shop_jokers[i]->sprite_object->ty = int2fx(71);
}
}
}
game_shop_process_user_input(shop_jokers);
break;
}
case 2: // Outro sequence (menu and shop icon going out of frame)
@@ -2402,13 +2455,17 @@ void game_shop()
}
default:
state = 0; // Reset the state
reroll_cost = reroll_base_cost;
selection_x = 0; // Reset the selection
selection_y = 0; // Reset the selection
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
// Make the joker available back to shop
int_list_append(jokers_available_to_shop, shop_jokers[i]->joker->id);
}
joker_object_destroy(&shop_jokers[i]); // Destroy the joker objects
}
@@ -2419,6 +2476,8 @@ void game_shop()
}
}
void game_blind_select()
{
switch (state) // I'm only using magic numbers here for the sake of simplicity since it's just sequential, but you can replace them with named constants or enums if it makes it clearer