Refactor/game over screen (#468)
* Move game over (win/lose) state functions to their own file * remove unused enum * clang format * Implement suggestions from @ricfehr3 * Fixing lack of highlighted button after skipping ablind * factorize as much game over state code as possible --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
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#include "game/game_over.h"
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#include "affine_background.h"
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#include "audio_utils.h"
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#include "button.h"
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#include "game.h"
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#include "game/main_menu.h"
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#include "graphic_utils.h"
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#include "layout.h"
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#include "soundbank.h"
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#include "timer.h"
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#include "util.h"
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#include <tonc.h>
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enum EndCondition
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{
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END_CONDITION_NONE,
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END_CONDITION_WIN,
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END_CONDITION_LOSS
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};
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// clang-format off
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static const BG_POINT GAME_OVER_SRC_RECT_3X3_POS = { 25, 29};
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static const Rect GAME_OVER_DIALOG_DEST_RECT = { 11, 21, 23, 28};
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static const Rect GAME_OVER_ANIM_RECT = { 11, 8, 23, 28};
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static const Rect GAME_LOSE_MSG_TEXT_RECT = {104, 72, UNDEFINED, UNDEFINED};
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// 1 character to the right of GAME_LOSE
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static const Rect GAME_WIN_MSG_TEXT_RECT = {112, 72, UNDEFINED, UNDEFINED};
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static const BG_POINT NEW_RUN_BTN_DEST_POS = { 15, 26};
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static const Rect NEW_RUN_BTN_SRC_RECT = { 0, 30, 4, 31};
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// clang-format on
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static const u32 GAME_OVER_ANIM_FRAMES = 15;
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static enum EndCondition condition = END_CONDITION_NONE;
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static u32 timer = TM_ZERO;
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static void game_over_init(enum EndCondition init_condition)
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{
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condition = init_condition;
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// Clears the round end menu
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main_bg_se_clear_rect(POP_MENU_ANIM_RECT);
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main_bg_se_copy_expand_3x3_rect(GAME_OVER_DIALOG_DEST_RECT, GAME_OVER_SRC_RECT_3X3_POS);
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main_bg_se_copy_rect(NEW_RUN_BTN_SRC_RECT, NEW_RUN_BTN_DEST_POS);
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// Using the text color to match the Win/Loss condition
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switch (condition)
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{
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case END_CONDITION_WIN:
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affine_background_set_color(TEXT_CLR_BLUE);
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break;
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case END_CONDITION_LOSS:
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affine_background_set_color(TEXT_CLR_RED);
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break;
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default:
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break;
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}
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timer = TM_ZERO;
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}
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void game_win_on_init(void)
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{
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game_over_init(END_CONDITION_WIN);
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}
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void game_lose_on_init(void)
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{
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game_over_init(END_CONDITION_LOSS);
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}
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/**
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* @brief Makes the message background frame move 1 tile up, called until it is in its place.
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*/
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static inline void game_over_anim_frame(void)
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{
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main_bg_se_move_rect_1_tile_vert(GAME_OVER_ANIM_RECT, SCREEN_UP);
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}
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/**
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* @brief Polls user input to detect "Retry" button press.
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*/
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static inline void game_over_process_user_input()
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{
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if (key_hit(SELECT_CARD))
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{
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play_sfx(SFX_BUTTON, MM_BASE_PITCH_RATE, BUTTON_SFX_VOLUME);
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game_change_state(GAME_STATE_BLIND_SELECT);
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}
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}
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void game_over_on_update(void)
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{
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timer++;
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if (timer < GAME_OVER_ANIM_FRAMES)
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{
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game_over_anim_frame();
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}
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else if (timer == GAME_OVER_ANIM_FRAMES)
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{
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switch (condition)
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{
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case END_CONDITION_WIN:
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}YOU WIN",
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GAME_WIN_MSG_TEXT_RECT.left,
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GAME_WIN_MSG_TEXT_RECT.top,
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TTE_BLUE_PB
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);
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break;
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case END_CONDITION_LOSS:
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}GAME OVER",
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GAME_LOSE_MSG_TEXT_RECT.left,
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GAME_LOSE_MSG_TEXT_RECT.top,
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TTE_RED_PB
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);
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break;
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default:
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break;
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}
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}
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game_over_process_user_input();
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}
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void game_over_on_exit(void)
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{
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condition = END_CONDITION_NONE;
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game_reset();
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}
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