Merge branch 'main' of https://github.com/cellos51/balatro-gba into main_menu_and_splash_screen
This commit is contained in:
@@ -3,3 +3,4 @@
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/.vs
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*.sln
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*.vcxproj*
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/balatro-gba/x64/**
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+1
-1
@@ -1623,7 +1623,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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FIXED played_x = int2fx(120);
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FIXED played_y = int2fx(70);
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FIXED played_scale = float2fx(1.0f);
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FIXED played_scale = FIX_ONE;
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played_x = played_x + (int2fx(played_top - i) - int2fx(played_top) / 2) * -27;
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+1
-1
@@ -43,7 +43,7 @@ void init()
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// BG1 is the main background layer
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REG_BG1CNT = BG_PRIO(1) | BG_CBB(MAIN_BG_CBB) | BG_SBB(MAIN_BG_SBB) | BG_8BPP;
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// BG2 is the affine background layer
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REG_BG2CNT = BG_PRIO(2) | BG_CBB(AFFINE_BG_CBB) | BG_SBB(AFFINE_BG_CBB) | BG_8BPP | BG_WRAP | BG_AFF_16x16;
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REG_BG2CNT = BG_PRIO(2) | BG_CBB(AFFINE_BG_CBB) | BG_SBB(AFFINE_BG_CBB) | BG_8BPP | BG_WRAP;
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int win1_left = 72;
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int win1_top = 44;
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+5
-5
@@ -145,9 +145,9 @@ void sprite_object_reset_transform(SpriteObject* sprite_object)
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sprite_object->y = 0;
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sprite_object->vx = 0;
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sprite_object->vy = 0;
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sprite_object->tscale = float2fx(1.0f); // Target scale
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sprite_object->scale = float2fx(1.0f);
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sprite_object->vscale = float2fx(0.0f);
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sprite_object->tscale = FIX_ONE; // Target scale
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sprite_object->scale = FIX_ONE;
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sprite_object->vscale = 0;
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sprite_object->trotation = 0; // Target rotation
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sprite_object->rotation = 0;
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sprite_object->vrotation = 0;
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@@ -163,7 +163,7 @@ void sprite_object_update(SpriteObject* sprite_object)
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sprite_object->vrotation += (sprite_object->trotation - sprite_object->rotation) / 8; // Rotate the card when it's played
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// set velocity to 0 if it's close enough to the target
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const float epsilon = float2fx(0.01f);
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const FIXED epsilon = float2fx(0.01f);
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if (sprite_object->vx < epsilon && sprite_object->vx > -epsilon && sprite_object->vy < epsilon && sprite_object->vy > -epsilon)
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{
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sprite_object->vx = 0;
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@@ -211,7 +211,7 @@ void sprite_object_update(SpriteObject* sprite_object)
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void sprite_object_shake(SpriteObject* sprite_object, mm_word sound_id)
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{
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sprite_object->vscale = float2fx(0.3f); // Scale down the card when it's scored
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sprite_object->vscale = float2fx(0.3f);
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sprite_object->vrotation = float2fx(8.0f); //Rotate the card when it's scored
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if (sound_id == UNDEFINED) return; // If no sound ID is provided, do nothing
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