Feature/game over audio (#494)
* initial additions * Move current_blind to game vars * tmp * tmp * tmp * tmp * tmp * tmp * tmp * Compile but is broken * temp fix for token location * tmp * Working, lets clean up * remove todo * Remove odd reroll blind variable * fix skipping blind screen * fix reroll * remove magic for blind token locations * clang format * Cleanup button highlight in blind menu * some cleanup * Add layout file for global UI rects * remove dead code * Clang format * clang format it up * Move reset top left funct to gfx utils * make note of soon-to-be removed vars * Cleanup gamevars declaration * Cleanup layout file * Apply suggestions from code review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Add include for stdbool.h in common_ui.h * Cleanup rect declaration * Start moving state machine stuff to new file * quick tmp * oops, add new files * working call list * fixed pointer stuff * working as per norm * working replacement * move defines to static const * fix compile issue * Add some missing "void"s * Working new substates * add statemachine to blind select * Fix game restart statemachine leak * clang-format * Clang format * Rework shop exit logic * Use new state machine in shop * Remove substates entirely * Remove debug stuff * Clang format * document state machine better * update list tests * clang-format * Update for PR * Claaaaang format * another clang-format * Remove extra state in round_end * cleanup docs for removals in lists * clang-format... again * update doxygen format * Clang format * tmp * Update for Pr * clang-format * Cleanup for only supporting losing * bug fix, thanks logs! * Fix dangling pointer bug The control of removing statemachines may call issues if starting the function is done from another state machine call. To remedy this, add a flag to determine if a state machine is registered and return early instead of blindly removing it to re-add. * Fix bug with audio iterations possibly going in reverse * Remove extra includes * Clang-format * Add sound effects for game win/lose * adjust audio steps * tmp * Nice sounding and cleaned up * Fix and cleanup * clang-format * clang-format * clang format again --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
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@@ -4,7 +4,6 @@
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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 "random.h"
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@@ -63,11 +62,16 @@ static void game_over_init(enum EndCondition init_condition)
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void game_win_on_init(void)
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{
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play_sfx(SFX_GAME_WIN, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
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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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play_sfx(SFX_GAME_LOSE, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
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play_lose_music();
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game_over_init(END_CONDITION_LOSS);
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}
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@@ -127,6 +131,7 @@ void game_over_on_update(void)
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void game_over_on_exit(void)
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{
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play_regular_music();
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condition = END_CONDITION_NONE;
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game_reset();
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rng_shuffle_seed();
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