Rebase and some PR feedback

This commit is contained in:
Drew
2025-10-14 10:44:21 -05:00
parent b9af95d770
commit 3a6e004fc6
2 changed files with 27 additions and 27 deletions
+1 -1
View File
@@ -30,7 +30,7 @@
enum GameState
{
#define DEF_STATE_INFO(stateEnum, on_init, on_update, on_exit) stateEnum,
#include "../include/def_state_info_table.h"
#include "def_state_info_table.h"
#undef DEF_STATE_INFO
GAME_STATE_MAX
};
+26 -26
View File
@@ -274,9 +274,9 @@ static inline Card *discard_pop()
return discard_pile[discard_top--];
}
// Resets bg tiles after shop or blind panel is dismissed
// to match the rest of the game panel background.
static inline void reset_bg_on_panel_dismissed()
// Resets bottom row bg tiles of the top left panel (shop/blind) after
// it is dismissed to match the rest of the game panel background.
static inline void reset_top_left_panel_bottom_row()
{
int y = 6;
@@ -1299,9 +1299,9 @@ void game_init()
blind_select_tokens[BLIND_TYPE_BIG] = blind_token_new(BLIND_TYPE_BIG, CUR_BLIND_TOKEN_POS.x, CUR_BLIND_TOKEN_POS.y, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 4);
blind_select_tokens[BLIND_TYPE_BOSS] = blind_token_new(BLIND_TYPE_BOSS, CUR_BLIND_TOKEN_POS.x, CUR_BLIND_TOKEN_POS.y, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 5);
obj_hide(blind_select_tokens[SMALL_BLIND]->obj);
obj_hide(blind_select_tokens[BIG_BLIND]->obj);
obj_hide(blind_select_tokens[BOSS_BLIND]->obj);
obj_hide(blind_select_tokens[BLIND_TYPE_SMALL]->obj);
obj_hide(blind_select_tokens[BLIND_TYPE_BIG]->obj);
obj_hide(blind_select_tokens[BLIND_TYPE_BOSS]->obj);
}
void game_start()
@@ -2227,7 +2227,7 @@ static void game_round_end_display_finished_blind()
obj_unhide(round_end_blind_token->obj, 0);
int current_ante = ante;
if (current_blind == BOSS_BLIND) current_ante--; // Beating the boss blind increases the ante, so we need to display the previous ante value
if (current_blind == BLIND_TYPE_BOSS) current_ante--; // Beating the boss blind increases the ante, so we need to display the previous ante value
Rect blind_req_rect = ROUND_END_BLIND_REQ_RECT;
int blind_req = blind_get_requirement(current_blind, current_ante);
@@ -2300,7 +2300,7 @@ static void game_round_end_panel_exit()
if (timer == 1) // Copied from shop. Feels slightly too niche of a function for me personally to make one.
{
reset_bg_on_panel_dismissed();
reset_top_left_panel_bottom_row();
}
else if (timer == 2)
{
@@ -2823,7 +2823,7 @@ static void game_shop_outro()
}
}
reset_bg_on_panel_dismissed();
reset_top_left_panel_bottom_row();
}
else if (timer == 2)
{
@@ -2889,7 +2889,7 @@ static void game_shop_on_exit()
list_destroy(&shop_jokers);
increment_blind(BLIND_DEFEATED); // TODO: Move to game_round_end()?
increment_blind(BLIND_STATE_DEFEATED); // TODO: Move to game_round_end()?
}
static void game_blind_select_on_update()
@@ -2909,7 +2909,7 @@ static void game_blind_select_start_anim_seq()
change_background(BG_ID_BLIND_SELECT);
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
for (int i = 0; i < MAX_BLINDS; i++)
for (int i = 0; i < BLIND_TYPE_MAX; i++)
{
sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y - TILE_SIZE);
}
@@ -2923,7 +2923,7 @@ static void game_blind_select_start_anim_seq()
static void game_blind_select_handle_input()
{
if (timer == TM_BLIND_SELECT_START && current_blind == BOSS_BLIND)
if (timer == TM_BLIND_SELECT_START && current_blind == BLIND_TYPE_BOSS)
{
selection_y = 0;
}
@@ -2933,7 +2933,7 @@ static void game_blind_select_handle_input()
{
selection_y = 0;
}
else if (key_hit(KEY_DOWN) && current_blind != BOSS_BLIND)
else if (key_hit(KEY_DOWN) && current_blind != BLIND_TYPE_BOSS)
{
selection_y = 1;
}
@@ -2945,9 +2945,9 @@ static void game_blind_select_handle_input()
timer = TM_ZERO;
display_round(++round);
}
else if (current_blind != BOSS_BLIND)
else if (current_blind != BLIND_TYPE_BOSS)
{
increment_blind(BLIND_SKIPPED);
increment_blind(BLIND_STATE_SKIPPED);
background = UNDEFINED; // Force refresh of the background
change_background(BG_ID_BLIND_SELECT);
@@ -2958,7 +2958,7 @@ static void game_blind_select_handle_input()
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
}
for (int i = 0; i < MAX_BLINDS; i++)
for (int i = 0; i < BLIND_TYPE_MAX; i++)
{
sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y - (TILE_SIZE * 12));
}
@@ -2989,14 +2989,14 @@ static void game_blind_select_selected_anim_seq()
blinds_rect.top -= 1; // Because of the raised blind
main_bg_se_move_rect_1_tile_vert(blinds_rect, SE_DOWN);
for (int i = 0; i < MAX_BLINDS; i++)
for (int i = 0; i < BLIND_TYPE_MAX; i++)
{
sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y + TILE_SIZE);
}
}
else if (timer >= MENU_POP_OUT_ANIM_FRAMES)
{
for (int i = 0; i < MAX_BLINDS; i++)
for (int i = 0; i < BLIND_TYPE_MAX; i++)
{
obj_hide(blind_select_tokens[i]->obj);
}
@@ -3031,7 +3031,7 @@ static void game_blind_select_display_blind_panel()
main_bg_se_copy_rect(from, to);
}
reset_bg_on_panel_dismissed();
reset_top_left_panel_bottom_row();
}
for (int y = 0; y < timer; y++) // Shift the blind panel down onto screen
@@ -3175,10 +3175,10 @@ static void game_lose_on_update()
static void game_lose_on_exit()
{
timer = TM_ZERO;
current_blind = SMALL_BLIND;
blinds[0] = BLIND_CURRENT;
blinds[1] = BLIND_UPCOMING;
blinds[2] = BLIND_UPCOMING;
current_blind = BLIND_TYPE_SMALL;
blinds[0] = BLIND_STATE_CURRENT;
blinds[1] = BLIND_STATE_UPCOMING;
blinds[2] = BLIND_STATE_UPCOMING;
round = 0;
ante = 1;
money = 4;
@@ -3199,9 +3199,9 @@ static void game_lose_on_exit()
// show up on the next run.
sprite_destroy(&playing_blind_token);
sprite_destroy(&round_end_blind_token);
sprite_destroy(&blind_select_tokens[SMALL_BLIND]);
sprite_destroy(&blind_select_tokens[BIG_BLIND]);
sprite_destroy(&blind_select_tokens[BOSS_BLIND]);
sprite_destroy(&blind_select_tokens[BLIND_TYPE_SMALL]);
sprite_destroy(&blind_select_tokens[BLIND_TYPE_BIG]);
sprite_destroy(&blind_select_tokens[BLIND_TYPE_BOSS]);
list_destroy(&jokers_available_to_shop);
display_round(round);
display_score(score);