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
+12 -11
View File
@@ -115,14 +115,15 @@ static inline Card *discard_pop()
// Screenblock rects // Screenblock rects
static const Rect ROUND_END_MENU_RECT = {9, 7, 24, 21 }; static const Rect ROUND_END_MENU_RECT = {9, 7, 24, 21 };
static const Rect POP_MENU_ANIM_RECT = {9, 6, 24, 32 }; static const Rect POP_MENU_ANIM_RECT_DOWN = {9, 6, 24, 32 };
// The rect for popping menu animations (round end, shop, blinds) - includes both the static const Rect POP_MENU_ANIM_RECT_UP = {9, 7, 24, 32 };
// target and source position rects. // The rects for popping menu animations (round end, shop, blinds)
// Extends beyond the visible screen to the end of the screenblock // - 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 // It includes both the target and source position rects.
// so we don't have to track its position // 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
// //
// When unpopping we include another row above the menu assuming it's blank so it's copied into it // 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 }; 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 case 8: // Shift the round end panel back out of view and go to the next state
{ {
sequence_step++; 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) if (sequence_step >= 20)
{ {
@@ -1872,7 +1873,7 @@ void game_shop()
{ {
case 0: // Intro sequence (menu and shop icon coming into frame) 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 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) case 2: // Outro sequence (menu and shop icon going out of frame)
{ {
// Shift the shop panel // 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); 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) 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) if (timer == 12)
{ {