Unified timer default value to be 0

This commit is contained in:
cellos51
2025-07-11 18:32:17 -04:00
parent beaf365e0c
commit 6266ea9fa5
+12 -17
View File
@@ -806,8 +806,7 @@ void init_game_state(enum GameState game_state_to_init)
// Game functions
void game_set_state(enum GameState new_game_state)
{
// TODO: Reset timer. To 1? To 0?
timer = 0; // Reset the timer
init_game_state(new_game_state);
game_state = new_game_state;
}
@@ -950,7 +949,7 @@ static void game_playing_process_card_draw()
{
hand_state = HAND_SELECT; // Change the hand state to select after drawing all the cards
cards_drawn = 0;
timer = 1;
timer = 0;
}
}
@@ -1001,7 +1000,6 @@ static void game_playing_discarded_cards_loop()
{
hand_state = HAND_SELECT; // Reset the hand state to the functional default
game_set_state(GAME_ROUND_END); // Set the game state back to playing
timer = 1; // Reset the timer
}
}
}
@@ -1071,7 +1069,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
hand_top--;
cards_drawn++; // This technically isn't drawing cards, I'm just reusing the variable
*sound_played = false;
timer = 1;
timer = 0;
hand_y = hand[i]->y;
hand_x = hand[i]->x;
@@ -1103,7 +1101,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
*sound_played = false;
cards_drawn = 0;
hand_selections = 0;
timer = 1;
timer = 0;
break;
}
@@ -1112,7 +1110,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top];
hand_y += (24 << FIX_SHIFT);
if (hand[i]->selected && timer % FRAMES(10) == 0)
if (hand[i]->selected && *discarded_card == false && timer % FRAMES(10) == 0)
{
hand[i]->selected = false;
played_push(hand[i]);
@@ -1128,15 +1126,15 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
hand_selections--;
cards_drawn++;
timer = 1;
*discarded_card = true;
}
if (i == 0 && timer % FRAMES(10) == 0)
if (i == 0 && *discarded_card == false && timer % FRAMES(10) == 0)
{
hand_state = HAND_PLAYING;
cards_drawn = 0;
hand_selections = 0;
timer = 1;
timer = 0;
*played_selections = played_top + 1;
switch (hand_type) // select the cards that apply to the hand type
@@ -1327,7 +1325,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
if (*played_selections == 0)
{
play_state = PLAY_SCORING;
timer = 1;
timer = 0;
}
}
@@ -1376,7 +1374,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
{
tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
play_state = PLAY_ENDING;
timer = 1;
timer = 0;
*played_selections = played_top + 1; // Reset the played selections to the top of the played stack
break;
}
@@ -1396,7 +1394,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
if (*played_selections == 0)
{
play_state = PLAY_ENDED;
timer = 1;
timer = 0;
}
}
@@ -1444,7 +1442,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
hand_selections = 0;
*played_selections = 0;
played_top = -1; // Reset the played stack
timer = 1;
timer = 0;
break; // Break out of the loop to avoid accessing an invalid index
}
}
@@ -1885,7 +1883,6 @@ void game_round_end() // Writing this kind a made me want to kms. If somewone wa
break;
}
default:
timer = 0;
sequence_step = 0;
state = 0;
blind_reward = 0;
@@ -2070,7 +2067,6 @@ void game_shop()
}
default:
state = 0; // Reset the state
timer = 0; // Reset the timer
selection_x = 0; // Reset the selection
top_row = true; // Reset the top row selection
@@ -2154,7 +2150,6 @@ void game_blind_select()
else if (current_blind == SMALL_BLIND)
{
game_set_state(GAME_PLAYING);
timer = 0;
}
break;
}