Extracted JokerObject and CardObject common functionalities to SpriteObject, removing duplicate code and dangerous casts.

This commit is contained in:
MeirGavish
2025-07-27 01:13:57 +03:00
parent 942a954d00
commit 95565862b0
9 changed files with 332 additions and 220 deletions
+43 -28
View File
@@ -10,8 +10,11 @@
#include <stdlib.h>
#include <string.h>
#define JOKER_SCORE_TEXT_Y 48
const static u8 joker_data_lut[MAX_JOKERS][2] = // Rarity, Value
{
// TODO: Change to struct
{COMMON_JOKER, 2}, // Default Joker
{COMMON_JOKER, 5}, // Greedy Joker
};
@@ -33,6 +36,7 @@ const static u8 edition_price_lut[MAX_EDITIONS] =
since I'm lazy and sorting them wouldn't look good enough to warrant the effort.
*/
static bool used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for joker sprites
// TODO: Refactor sorting into SpriteObject?
void joker_init()
{
@@ -99,31 +103,24 @@ JokerObject *joker_object_new(Joker *joker)
}
joker_object->joker = joker;
joker_object->sprite_object = sprite_object_new();
int tile_index = JOKER_TID + (layer * JOKER_SPRITE_OFFSET);
memcpy32(&tile_mem[4][tile_index], &joker_gfxTiles[joker->id * TILE_SIZE * JOKER_SPRITE_OFFSET], TILE_SIZE * JOKER_SPRITE_OFFSET);
joker_object->sprite = sprite_new
sprite_object_set_sprite
(
ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
ATTR1_SIZE_32,
tile_index,
JOKER_PB,
JOKER_STARTING_LAYER + layer
joker_object->sprite_object,
sprite_new
(
ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
ATTR1_SIZE_32,
tile_index,
JOKER_PB,
JOKER_STARTING_LAYER + layer
)
);
joker_object->tx = 0; // Target position
joker_object->ty = 0;
joker_object->x = 0;
joker_object->y = 0;
joker_object->vx = 0;
joker_object->vy = 0;
joker_object->tscale = float2fx(1.0f); // Target scale
joker_object->scale = float2fx(1.0f);
joker_object->vscale = float2fx(0.0f);
joker_object->trotation = float2fx(0.0f); // Target rotation
joker_object->rotation = float2fx(0.0f);
joker_object->vrotation = float2fx(0.0f);
joker_object->selected = false;
return joker_object;
}
@@ -132,9 +129,9 @@ void joker_object_destroy(JokerObject **joker_object)
{
if (*joker_object == NULL) return;
int layer = sprite_get_layer((*joker_object)->sprite) - JOKER_STARTING_LAYER;
int layer = sprite_get_layer(joker_object_get_sprite(*joker_object)) - JOKER_STARTING_LAYER;
used_layers[layer] = false;
sprite_destroy(&(*joker_object)->sprite); // Destroy the sprite
sprite_object_destroy(&(*joker_object)->sprite_object); // Destroy the sprite
joker_destroy(&(*joker_object)->joker); // Destroy the joker
free(*joker_object);
*joker_object = NULL;
@@ -142,17 +139,13 @@ void joker_object_destroy(JokerObject **joker_object)
void joker_object_update(JokerObject *joker_object)
{
// Re-use the card object update logic by casting the JokerObject to a CardObject temporarily
// This works because card_object_update doesn't use any card data, which is why CardObject should've been generic. my bad
// TODO: Refactor and separate the relevant fields to a generic struct, maybe to Sprite or make a SpriteObject
CardObject *card_object = (CardObject *)joker_object;
card_object_update(card_object);
}
void joker_object_shake(JokerObject *joker_object, mm_word sound_id)
{
CardObject *card_object = (CardObject *)joker_object;
card_object_shake(card_object, sound_id);
sprite_object_shake(joker_object->sprite_object, sound_id);
}
bool joker_object_score(JokerObject *joker_object, Card* scored_card, int *chips, int *mult, int *xmult, int *money, bool *retrigger)
@@ -169,7 +162,7 @@ bool joker_object_score(JokerObject *joker_object, Card* scored_card, int *chips
*money += joker_effect.money;
// TODO: Retrigger
tte_set_pos(fx2int(joker_object->x) + 8, 48); // Offset of 16 pixels to center the text on the card
tte_set_pos(fx2int(joker_object->sprite_object->x) + 8, JOKER_SCORE_TEXT_Y); // Offset of 16 pixels to center the text on the card
char score_buffer[12];
@@ -198,4 +191,26 @@ bool joker_object_score(JokerObject *joker_object, Card* scored_card, int *chips
}
return false;
}
}
void joker_object_set_selected(JokerObject* joker_object, bool selected)
{
if (joker_object == NULL)
return;
sprite_object_set_selected(joker_object->sprite_object, selected);
}
bool joker_object_is_selected(JokerObject* joker_object)
{
if (joker_object == NULL)
return false;
return sprite_object_is_selected(joker_object->sprite_object);
}
Sprite* joker_object_get_sprite(JokerObject* joker_object)
{
if (joker_object == NULL)
return NULL;
return sprite_object_get_sprite(joker_object->sprite_object);
}