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>
This commit is contained in:
Geralt
2026-05-08 06:36:12 +02:00
committed by GitHub
parent 9561e0e738
commit 6373fee144
6 changed files with 225 additions and 147 deletions
+131
View File
@@ -0,0 +1,131 @@
#include "game/game_over.h"
#include "affine_background.h"
#include "audio_utils.h"
#include "button.h"
#include "game.h"
#include "game/main_menu.h"
#include "graphic_utils.h"
#include "layout.h"
#include "soundbank.h"
#include "timer.h"
#include "util.h"
#include <tonc.h>
enum EndCondition
{
END_CONDITION_NONE,
END_CONDITION_WIN,
END_CONDITION_LOSS
};
// clang-format off
static const BG_POINT GAME_OVER_SRC_RECT_3X3_POS = { 25, 29};
static const Rect GAME_OVER_DIALOG_DEST_RECT = { 11, 21, 23, 28};
static const Rect GAME_OVER_ANIM_RECT = { 11, 8, 23, 28};
static const Rect GAME_LOSE_MSG_TEXT_RECT = {104, 72, UNDEFINED, UNDEFINED};
// 1 character to the right of GAME_LOSE
static const Rect GAME_WIN_MSG_TEXT_RECT = {112, 72, UNDEFINED, UNDEFINED};
static const BG_POINT NEW_RUN_BTN_DEST_POS = { 15, 26};
static const Rect NEW_RUN_BTN_SRC_RECT = { 0, 30, 4, 31};
// clang-format on
static const u32 GAME_OVER_ANIM_FRAMES = 15;
static enum EndCondition condition = END_CONDITION_NONE;
static u32 timer = TM_ZERO;
static void game_over_init(enum EndCondition init_condition)
{
condition = init_condition;
// Clears the round end menu
main_bg_se_clear_rect(POP_MENU_ANIM_RECT);
main_bg_se_copy_expand_3x3_rect(GAME_OVER_DIALOG_DEST_RECT, GAME_OVER_SRC_RECT_3X3_POS);
main_bg_se_copy_rect(NEW_RUN_BTN_SRC_RECT, NEW_RUN_BTN_DEST_POS);
// Using the text color to match the Win/Loss condition
switch (condition)
{
case END_CONDITION_WIN:
affine_background_set_color(TEXT_CLR_BLUE);
break;
case END_CONDITION_LOSS:
affine_background_set_color(TEXT_CLR_RED);
break;
default:
break;
}
timer = TM_ZERO;
}
void game_win_on_init(void)
{
game_over_init(END_CONDITION_WIN);
}
void game_lose_on_init(void)
{
game_over_init(END_CONDITION_LOSS);
}
/**
* @brief Makes the message background frame move 1 tile up, called until it is in its place.
*/
static inline void game_over_anim_frame(void)
{
main_bg_se_move_rect_1_tile_vert(GAME_OVER_ANIM_RECT, SCREEN_UP);
}
/**
* @brief Polls user input to detect "Retry" button press.
*/
static inline void game_over_process_user_input()
{
if (key_hit(SELECT_CARD))
{
play_sfx(SFX_BUTTON, MM_BASE_PITCH_RATE, BUTTON_SFX_VOLUME);
game_change_state(GAME_STATE_BLIND_SELECT);
}
}
void game_over_on_update(void)
{
timer++;
if (timer < GAME_OVER_ANIM_FRAMES)
{
game_over_anim_frame();
}
else if (timer == GAME_OVER_ANIM_FRAMES)
{
switch (condition)
{
case END_CONDITION_WIN:
tte_printf(
"#{P:%d,%d; cx:0x%X000}YOU WIN",
GAME_WIN_MSG_TEXT_RECT.left,
GAME_WIN_MSG_TEXT_RECT.top,
TTE_BLUE_PB
);
break;
case END_CONDITION_LOSS:
tte_printf(
"#{P:%d,%d; cx:0x%X000}GAME OVER",
GAME_LOSE_MSG_TEXT_RECT.left,
GAME_LOSE_MSG_TEXT_RECT.top,
TTE_RED_PB
);
break;
default:
break;
}
}
game_over_process_user_input();
}
void game_over_on_exit(void)
{
condition = END_CONDITION_NONE;
game_reset();
}