Yandere dev style code for the almost finished round end screen

This commit is contained in:
cellos51
2025-06-30 21:20:51 -04:00
parent c4594e379c
commit 67b917fc7c
4 changed files with 278 additions and 66 deletions
+9 -1
View File
@@ -3,15 +3,23 @@
#include "sprite.h"
#define MAX_ANTE 8 // The GBA's max uint value is around 4 billion, so we're going to not add endless mode for simplicity's sake
// +1 is added because we'll actually be indexing at 1, but if something causes you to go to ante 0, there will still be a value there.
static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
enum BlindType
{
SMALL_BLIND,
BIG_BLIND,
BOSS_BLIND
BOSS_BLIND // This is just for a testing and should be replaced when more blinds are added
};
void blinds_init();
int blind_get_requirement(enum BlindType type, int ante);
int blind_get_reward(enum BlindType type);
Sprite *blind_token_new(enum BlindType type, int x, int y, int sprite_index);
#endif // BLIND_H