Fixed issue where pop menu panels overrode joker and consumable panels

This commit is contained in:
MeirGavish
2025-07-11 18:58:06 +03:00
parent 1d400d98ea
commit 8d721b77e1
+13 -12
View File
@@ -115,14 +115,15 @@ static inline Card *discard_pop()
// Screenblock rects
static const Rect ROUND_END_MENU_RECT = {9, 7, 24, 21 };
static const Rect POP_MENU_ANIM_RECT = {9, 6, 24, 32 };
// The rect for popping menu animations (round end, shop, blinds) - includes both the
// target and source position rects.
// Extends beyond the visible screen to the end of the screenblock
// This is because when popping, the target position is blank so we just animate the whole thing
// so we don't have to track its position
//
// When unpopping we include another row above the menu assuming it's blank so it's copied into it
static const Rect POP_MENU_ANIM_RECT_DOWN = {9, 6, 24, 32 };
static const Rect POP_MENU_ANIM_RECT_UP = {9, 7, 24, 32 };
// The rects for popping menu animations (round end, shop, blinds)
// - extends beyond the visible screen to the end of the screenblock
// It includes both the target and source position rects.
// This is because when popping, the target position is blank so we just animate
// the whole rect so we don't have to track its position
//
// In the down version we include another row above the menu assuming it's blank so it's copied into it
static const Rect SINGLE_BLIND_SELECT_RECT = { 9, 7, 13, 32 };
@@ -1808,7 +1809,7 @@ void game_round_end() // Writing this kind a made me want to kms. If somewone wa
case 8: // Shift the round end panel back out of view and go to the next state
{
sequence_step++;
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_DOWN);
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_DOWN, SE_DOWN);
if (sequence_step >= 20)
{
@@ -1872,7 +1873,7 @@ void game_shop()
{
case 0: // Intro sequence (menu and shop icon coming into frame)
{
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_UP);
if (timer >= 7) // Shift the shop icon
{
@@ -1971,7 +1972,7 @@ void game_shop()
case 2: // Outro sequence (menu and shop icon going out of frame)
{
// Shift the shop panel
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_DOWN);
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_DOWN, SE_DOWN);
main_bg_se_copy_rect_1_tile_vert(SHOP_ICON_RECT, SE_UP);
@@ -2027,7 +2028,7 @@ void game_blind_select()
{
case 0: // Intro sequence (menu coming into frame)
{
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_UP);
if (timer == 12)
{