Changed the way the selecting/played background works and added logic for changing the background depending on blind type

This commit is contained in:
cellos51
2025-07-12 23:39:13 -04:00
parent 191c1a7264
commit 847f602c9e
6 changed files with 64 additions and 10 deletions
+6
View File
@@ -22,6 +22,11 @@ static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 200
#define BIG_BLIND_TID (SMALL_BLIND_TID + 16)
#define BOSS_BLIND_TID (BIG_BLIND_TID + 16)
#define BLIND_TEXT_COLOR_INDEX 1
#define BLIND_SHADOW_COLOR_INDEX 2
#define BLIND_HIGHLIGHT_COLOR_INDEX 3
#define BLIND_MAIN_COLOR_INDEX 4
enum BlindState
{
BLIND_CURRENT,
@@ -34,6 +39,7 @@ void blinds_init();
int blind_get_requirement(int type, int ante);
int blind_get_reward(int type);
u16 blind_get_color(int type, int index);
Sprite *blind_token_new(int type, int x, int y, int sprite_index);