(Manual conflict res) Merge branch 'main' into ttm/joker-scope-joker-1

This commit is contained in:
MeirGavish
2025-08-15 10:56:41 +03:00
32 changed files with 640 additions and 314 deletions
+2 -1
View File
@@ -2,4 +2,5 @@
/build
/.vs
*.sln
*.vcxproj*
*.vcxproj*
/balatro-gba/x64/**
+1 -1
View File
@@ -38,7 +38,7 @@ GRAPHICS := graphics
#---------------------------------------------------------------------------------
ARCH := -mthumb -mthumb-interwork
CFLAGS := -O3 -Wall -Werror\
CFLAGS := -g -O3 -Wall -Werror\
-mcpu=arm7tdmi -mtune=arm7tdmi \
-ffast-math -fomit-frame-pointer -funroll-loops \
$(ARCH)
+21 -6
View File
@@ -1,9 +1,26 @@
# Balatro GBA
This is an attempt to recreate the game 'Balatro' as accurately as possible, including all of the visual effects that make Balatro feel satisfying to play.
This port is strictly limited to the content that was available in the January 2024 Balatro Steam demo.
### **Disclaimer: This project is NOT endorsed or supported by Playstack or LocalThunk**
#### This project is solely aimed to recreate Balatro's old demo on the Game Boy Advance and is not meant to infringe or draw sales away from the full game's release or any of the established works by Playstack and LocalThunk. All rights are reserved to their respective holders.
This port is strictly limited in content to a minimal version of Balatro and will not recreate the full game.
### **Disclaimer: This project is NOT endorsed by or affiliated with Playstack or LocalThunk**
#### This is a non-profit community fan project solely aimed to recreate a minimal version of Balatro on the Game Boy Advance as a tribute to the full Balatro and is not meant to infringe or draw sales away from the full game's release or any of the established works by Playstack and LocalThunk.
#### All rights are reserved to their respective holders.
This version is meant for people who already own and know the official full game.
Buy the official full version
[Balatro on Steam](https://store.steampowered.com/app/2379780/Balatro/)
[Balatro on Google Play](https://play.google.com/store/apps/details?id=com.playstack.balatro.android)
[Balatro on Apple App Store](https://apps.apple.com/us/app/balatro/id6502453075)
[Balatro on Switch](https://www.nintendo.com/us/store/products/balatro-switch/)
[Balatro on PlayStation Store](https://store.playstation.com/en-us/concept/10010334)
[Balatro on Xbox](https://www.xbox.com/games/store/balatro/9PK087LNGJC5)
![Example](https://github.com/cellos51/balatro-gba/blob/main/example.gif)
# **Build Instructions:**
@@ -22,7 +39,7 @@ Example: `cd '/home/user/OneDrive/Documents/balatro-gba` or something like this.
9. After it completes, navigate through the `build` directory in the project folder and look for `balatro-gba.gba` and load it on an emulator or flashcart.
## **-Linux-**
[Not Available]
[No Instructions Available]
### **Common Issues:**
1. **When I drag the folder into the window and press enter, it doesn't work!**
@@ -36,5 +53,3 @@ Example: `cd '/home/user/OneDrive/Documents/balatro-gba` or something like this.
5. **It says I don't have `Git` or `Make` installed!**
-Use `pacman -S git` or `pacman -S make` although it should already be installed if you followed the instructions correctly.
#### Purchasing the official game is highly recommended and almost mandatory in order for this project to have a chance of staying up due to copyright issues and potential legal action.
**Purchase the Steam Version here: https://store.steampowered.com/app/2379780/Balatro/**
Binary file not shown.

Before

Width:  |  Height:  |  Size: 10 KiB

After

Width:  |  Height:  |  Size: 10 KiB

+1
View File
@@ -0,0 +1 @@
-gB4 -Mw4 -Mh4 -m! -pn 16
Binary file not shown.

After

Width:  |  Height:  |  Size: 1.0 KiB

+1
View File
@@ -0,0 +1 @@
-gB4 -Mw4 -Mh4 -m! -pn 16
Binary file not shown.

After

Width:  |  Height:  |  Size: 855 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.3 KiB

After

Width:  |  Height:  |  Size: 1.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 KiB

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 958 B

After

Width:  |  Height:  |  Size: 1000 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 KiB

After

Width:  |  Height:  |  Size: 1.0 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 KiB

After

Width:  |  Height:  |  Size: 927 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

After

Width:  |  Height:  |  Size: 1.1 KiB

+1
View File
@@ -0,0 +1 @@
-gB4 -Mw4 -Mh4 -m! -pn 16
Binary file not shown.

After

Width:  |  Height:  |  Size: 961 B

+17
View File
@@ -0,0 +1,17 @@
#ifndef AFFINE_BACKGROUND_H
#define AFFINE_BACKGROUND_H
#include <tonc.h>
#include "graphic_utils.h"
#define AFFINE_BG_PAL_LEN 5
#define AFFINE_BG_PB (PAL_ROW_LEN * 15) // This isn't really a palette bank, just the starting index of the palette
void affine_background_init();
void affine_background_update();
void affine_background_set_color(COLOR color);
// Must be called with an array of size at least AFFINE_BG_PAL_LEN
void affine_background_load_palette(const u16 *src);
#endif // AFFINE_BACKGROUND_H
+3
View File
@@ -6,6 +6,8 @@
#define MAX_JOKERS_HELD_SIZE 5 // This doesn't account for negatives right now.
#define MAX_SHOP_JOKERS 2 // TODO: Make this dynamic and allow for other items besides jokers
#define MAX_SELECTION_SIZE 5
#define MAX_CARD_SCORE_DIGITS 2 // Current digit limit for score received from cards including mult etc. from jokers
#define MAX_CARD_SCORE_STR_LEN (MAX_CARD_SCORE_DIGITS + 1) // For the '+' or 'X'
#define FRAMES(x) (((x) + game_speed - 1) / game_speed)
// TODO: Turn into enum?
@@ -77,6 +79,7 @@ typedef struct CardObject CardObject; // forward declaration, actually declared
typedef struct JokerObject JokerObject;
CardObject** get_hand_array(void);
int get_hand_top(void);
int hand_get_size(void);
CardObject** get_played_array(void);
int get_played_top(void);
JokerObject** get_jokers(void);
+22 -1
View File
@@ -44,6 +44,9 @@
#define TILE_SIZE 8
#define EFFECT_TEXT_SEPARATION_AMOUNT 32; // If we need to show multiple effects at once
// By default TTE characters occupy a single tile
#define TTE_CHAR_SIZE TILE_SIZE
typedef struct
{
int left;
@@ -118,4 +121,22 @@ void tte_erase_rect_wrapper(Rect rect);
*/
void update_text_rect_to_right_align_num(Rect* rect, int num, int overflow_direction);
#endif //GRAPHIC_UTILS_H
/*Copies 16 bit data from src to dst, applying a palette offset to the data.
* This is intended solely for use with tile8/8bpp data for dst and src.
* The palette offset allows the tiles to use a different location in the palette
* memory
* This is useful because grit always loads the palette to the beginning of
* pal_bg_mem[]
*/
void memcpy16_tile8_with_palette_offset(u16* dst, const u16* src, uint hwcount, u8 palette_offset);
/*Copies 32 bit data from src to dst, applying a palette offset to the data.
* This is intended solely for use with tile8/8bpp data for dst and src.
* The palette offset allows the tiles to use a different location in the palette
* memory
* This is useful because grit always loads the palette to the beginning of
* pal_bg_mem[]
*/
void memcpy32_tile8_with_palette_offset(u32* dst, const u32* src, uint wcount, u8 palette_offset);
#endif //GRAPHIC_UTILS_H
+7 -1
View File
@@ -6,10 +6,16 @@
#include "sprite.h"
#include "card.h"
#include "game.h"
#include "graphic_utils.h"
#define JOKER_TID (MAX_HAND_SIZE + MAX_SELECTION_SIZE) * JOKER_SPRITE_OFFSET // Tile ID for the starting index in the tile memory
#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
#define JOKER_BASE_PB 4 // Palette bank for the default jokers
#define JOKER_BASE_PB 4 // The starting palette index for the jokers
#define JOKER_LAST_PB (NUM_PALETTES - 1)
// Currently allocating the rest of the palettes for the jokers.
// This number needs to be decreased once we need to allocated palettes for other sprites
// such as planet cards etc.
#define JOKER_STARTING_LAYER 27
#define BASE_EDITION 0
+3
View File
@@ -10,5 +10,8 @@
#include "joker_gfx6.h"
#include "joker_gfx7.h"
#include "joker_gfx8.h"
#include "joker_gfx9.h"
#include "joker_gfx10.h"
#include "joker_gfx11.h"
#endif
+25
View File
@@ -0,0 +1,25 @@
#ifndef LIST_H
#define LIST_H
#include <stdbool.h>
/* Defining an int list for simplicity
* If another list is needed, a generic void*
* list should be defined....
*/
typedef struct IntList
{
int* _array;
int size;
int allocated_size;
} IntList;
IntList *int_list_new(int init_size);
void int_list_destroy(IntList **list);
bool int_list_append(IntList *list, int value);
bool int_list_remove_by_idx(IntList *list, int index);
int int_list_get(IntList *list, int index);
int int_list_get_size(IntList *list);
bool int_list_remove_by_value(IntList *list, int value);
#endif
+3 -1
View File
@@ -4,11 +4,12 @@
#include <tonc.h>
#include <maxmod.h>
#define CARD_SPRITE_SIZE 32
typedef struct
{
OBJ_ATTR *obj;
OBJ_AFFINE *aff;
u32 tid, pb;
POINT pos;
} Sprite;
@@ -44,6 +45,7 @@ INLINE void sprite_position(Sprite *sprite, int x, int y)
// Sprite functions
void sprite_init();
void sprite_draw();
int sprite_get_pb(const Sprite* sprite);
// SpriteObject methods
SpriteObject *sprite_object_new();
+2
View File
@@ -37,6 +37,8 @@ static inline int get_digits_even(int n)
#define NUM_ELEM_IN_ARR(arr) (sizeof(arr) / sizeof((arr)[0]))
#define INT_MAX_DIGITS 10 // strlen(str(INT_MAX)) = strlen("2147483647")
int int_arr_max(int int_arr[], int size);
#endif // UTIL_H
+46
View File
@@ -0,0 +1,46 @@
#include "affine_background.h"
#include "affine_background_gfx.h"
#include "graphic_utils.h"
BG_AFFINE bgaff;
AFF_SRC_EX asx = {32<<8, 64<<8, 120, 80, 0x0100, 0x0100, 0};
void affine_background_init()
{
memcpy32_tile8_with_palette_offset((u32*)&tile8_mem[AFFINE_BG_CBB], (const u32*)affine_background_gfxTiles, affine_background_gfxTilesLen/4, AFFINE_BG_PB);
GRIT_CPY(&se_mem[AFFINE_BG_SBB], affine_background_gfxMap);
affine_background_load_palette(affine_background_gfxPal);
bgaff = bg_aff_default;
}
void affine_background_update()
{
static uint timer = 0;
timer++;
// These values are not permament, just the current configuration for the affine background
asx.tex_x += 5;
asx.tex_y += 12;
asx.sx = (lu_sin(timer * 100)) >> 8; // Scale the sine value to fit in a s16
asx.sx += 256; // Add 256 to the sine value to make it positive
asx.sy = (lu_sin(timer * 100 + 0x4000)) >> 8; // Scale the sine value to fit in a s16
asx.sy += 256; // Add 256 to the sine value to make it positive
bg_rotscale_ex(&bgaff, &asx);
REG_BG_AFFINE[2] = bgaff;
}
void affine_background_set_color(COLOR color)
{
memcpy16(&pal_bg_mem[AFFINE_BG_PB], affine_background_gfxPal, AFFINE_BG_PAL_LEN);
for (int i = 0; i < AFFINE_BG_PAL_LEN; i++)
{
clr_rgbscale(&pal_bg_mem[AFFINE_BG_PB] + i, &pal_bg_mem[AFFINE_BG_PB] + i, 1, color);
}
}
void affine_background_load_palette(const u16 *src)
{
memcpy16(&pal_bg_mem[AFFINE_BG_PB], src, AFFINE_BG_PAL_LEN);
}
+282 -216
View File
@@ -11,6 +11,7 @@
#include "hand_analysis.h"
#include "blind.h"
#include "joker.h"
#include "affine_background.h"
#include "graphic_utils.h"
#include "tonc_video.h"
#include "audio_utils.h"
@@ -18,9 +19,12 @@
#include "background_gfx.h"
#include "background_shop_gfx.h"
#include "background_blind_select_gfx.h"
#include "affine_background_gfx.h"
#include "soundbank.h"
#include "list.h"
// This seed system is temporary.
static uint rng_seed = 2048;
static bool seeded = false;
@@ -148,6 +152,11 @@ int get_hand_top(void) {
return hand_top;
}
int hand_get_size(void)
{
return hand_top + 1;
}
CardObject **get_played_array(void) {
return played;
}
@@ -176,6 +185,8 @@ int get_money(void) {
return money;
}
IntList* jokers_available_to_shop; // List of joker IDs
// Consts
// Rects left top right bottom
@@ -440,6 +451,8 @@ void change_background(int id)
else if (current_blind == BOSS_BLIND)
{
main_bg_se_copy_rect(BOSS_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
affine_background_set_color(blind_get_color(BOSS_BLIND, BLIND_SHADOW_COLOR_INDEX));
}
bg_copy_current_item_to_top_left_panel();
@@ -861,11 +874,6 @@ void hand_change_sort()
sort_cards();
}
int hand_get_size()
{
return hand_top + 1;
}
int hand_get_max_size()
{
return hand_size;
@@ -1002,8 +1010,21 @@ void game_set_state(enum GameState new_game_state)
game_state = new_game_state;
}
void jokers_avialable_to_shop_init()
{
int num_defined_jokers = get_joker_registry_size();
jokers_available_to_shop = int_list_new(num_defined_jokers);
for (int i = 0; i < num_defined_jokers; i++)
{
// Add all joker IDs sequentially
int_list_append(jokers_available_to_shop, i);
}
}
void game_init()
{
jokers_avialable_to_shop_init();
hands = max_hands;
discards = max_discards;
@@ -1563,7 +1584,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
FIXED played_x = int2fx(120);
FIXED played_y = int2fx(70);
FIXED played_scale = float2fx(1.0f);
FIXED played_scale = FIX_ONE;
played_x = played_x + (int2fx(played_top - i) - int2fx(played_top) / 2) * -27;
@@ -1627,7 +1648,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
tte_set_special(0xD000); // Set text color to blue from background memory
// Write the score to a character buffer variable
char score_buffer[5]; // Assuming the maximum score is 99, we need 4 characters (2 digits + null terminator)
char score_buffer[INT_MAX_DIGITS + 2]; // for '+' and null terminator
snprintf(score_buffer, sizeof(score_buffer), "+%d", card_get_value(played[j]->card));
tte_write(score_buffer);
@@ -1822,41 +1843,6 @@ static void game_round_end_cashout()
display_score(score); // Set the score display
}
static void game_shop_create_items(JokerObject *shop_jokers[], bool first_time)
{
tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
joker_object_destroy(&shop_jokers[i]); // Destroy the joker object if it exists
}
u8 joker_id = random() % get_joker_registry_size();
// TODO: don't pick a joker that we already own
// TODO: weight the random choice by joker rarity
shop_jokers[i] = joker_object_new(joker_new(joker_id));
shop_jokers[i]->sprite_object->x = int2fx(120 + i * 32);
shop_jokers[i]->sprite_object->y = int2fx(160);
shop_jokers[i]->sprite_object->tx = shop_jokers[i]->sprite_object->x;
shop_jokers[i]->sprite_object->ty = int2fx(71);
int x = fx2int(shop_jokers[i]->sprite_object->tx) + TILE_SIZE - (get_digits_even(shop_jokers[i]->joker->value) - 1) * TILE_SIZE;
int y = fx2int(shop_jokers[i]->sprite_object->ty);
tte_printf("#{P:%d,%d; cx:0xC000}$%d", x, y, shop_jokers[i]->joker->value);
if (first_time == false)
{
shop_jokers[i]->sprite_object->y = shop_jokers[i]->sprite_object->ty; // If it's not the first time, set the y position to the target position
joker_object_shake(shop_jokers[i], UNDEFINED); // Give the joker a little wiggle animation
}
sprite_position(joker_object_get_sprite(shop_jokers[i]), fx2int(shop_jokers[i]->sprite_object->x), fx2int(shop_jokers[i]->sprite_object->y));
}
}
void game_playing()
{
// TODO: Blind rect sliding into view animation...
@@ -1998,6 +1984,7 @@ void game_round_end()
tte_erase_rect_wrapper(BLIND_REWARD_RECT);
tte_erase_rect_wrapper(BLIND_REQ_TEXT_RECT);
obj_hide(playing_blind_token->obj);
affine_background_load_palette(affine_background_gfxPal);
state = 5;
timer = 0;
}
@@ -2158,6 +2145,245 @@ void game_round_end()
}
}
static void game_shop_create_items(JokerObject *shop_jokers[])
{
tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
if (int_list_get_size(jokers_available_to_shop) == 0)
{
// No jokers to create
return;
}
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
// TODO: weight the random choice by joker rarity
int joker_idx = random() % int_list_get_size(jokers_available_to_shop);
int joker_id = int_list_get(jokers_available_to_shop, joker_idx);
int_list_remove_by_idx(jokers_available_to_shop, joker_idx);
shop_jokers[i] = joker_object_new(joker_new(joker_id));
shop_jokers[i]->sprite_object->x = int2fx(120 + i * 32);
shop_jokers[i]->sprite_object->y = int2fx(160);
shop_jokers[i]->sprite_object->tx = shop_jokers[i]->sprite_object->x;
shop_jokers[i]->sprite_object->ty = int2fx(71);
int x = fx2int(shop_jokers[i]->sprite_object->tx) + TILE_SIZE - (get_digits_even(shop_jokers[i]->joker->value) - 1) * TILE_SIZE;
int y = fx2int(shop_jokers[i]->sprite_object->ty) + CARD_SPRITE_SIZE + TILE_SIZE;
tte_printf("#{P:%d,%d; cx:0xC000}$%d", x, y, shop_jokers[i]->joker->value);
sprite_position(joker_object_get_sprite(shop_jokers[i]), fx2int(shop_jokers[i]->sprite_object->x), fx2int(shop_jokers[i]->sprite_object->y));
}
}
// Intro sequence (menu and shop icon coming into frame)
static void game_shop_intro(JokerObject* shop_jokers[])
{
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
if (timer == 1)
{
game_shop_create_items(shop_jokers);
}
if (timer >= 7) // Shift the shop icon
{
int timer_offset = timer - 6;
// TODO: Extract to generic function?
for (int y = 0; y < timer_offset; y++)
{
int y_from = 26 + y - timer_offset;
int y_to = 0 + y;
Rect from = { 0, y_from, 8, y_from };
BG_POINT to = { 0, y_to };
main_bg_se_copy_rect(from, to);
}
}
if (timer == 12)
{
state = 1;
timer = 0; // Reset the timer
}
}
static void game_shop_reroll(JokerObject** shop_jokers, int *reroll_cost)
{
money -= *reroll_cost;
display_money(money); // Update the money display
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
int_list_append(jokers_available_to_shop, shop_jokers[i]->joker->id);
joker_object_destroy(&shop_jokers[i]); // Destroy the joker object if it exists
}
}
game_shop_create_items(shop_jokers);
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
shop_jokers[i]->sprite_object->y = shop_jokers[i]->sprite_object->ty; // Set the y position to the target position
joker_object_shake(shop_jokers[i], UNDEFINED); // Give the joker a little wiggle animation
}
}
(*reroll_cost)++;
tte_printf("#{P:%d,%d; cx:0xF000}$%d", SHOP_REROLL_RECT.left, SHOP_REROLL_RECT.top, *reroll_cost);
}
// Shop menu input and selection
static void game_shop_process_user_input(JokerObject** shop_jokers)
{
static const int REROLL_BASE_COST = 5; // Base cost for rerolling the shop items
static int reroll_cost = REROLL_BASE_COST;
// temp variables for future implementation
const ushort max_items_top = MAX_SHOP_JOKERS;
const ushort max_items_bottom = 0;
if (timer == 1)
{
tte_printf("#{P:%d,%d; cx:0xF000}$%d", SHOP_REROLL_RECT.left, SHOP_REROLL_RECT.top, reroll_cost);
}
// Shop input logic
if (key_hit(KEY_UP))
{
selection_y = 0;
if (selection_x > max_items_top)
{
selection_x = max_items_top;
}
}
else if (key_hit(KEY_DOWN))
{
selection_y = 1;
if (selection_x > max_items_bottom)
{
selection_x = max_items_bottom;
}
}
else if (key_hit(KEY_LEFT))
{
if (selection_x > 0)
{
selection_x--;
}
}
else if (key_hit(KEY_RIGHT))
{
// TODO: Don't allow cursor on sold items
if (selection_y == 0 && selection_x < max_items_top)
{
selection_x++;
}
else if (selection_y == 1 && selection_x < max_items_bottom)
{
selection_x++;
}
}
memcpy16(&pal_bg_mem[7], &pal_bg_mem[3], 1);
memcpy16(&pal_bg_mem[5], &pal_bg_mem[16], 1);
// Shop selection logic
if (selection_x == 0 && selection_y == 0) // Next round button
{
memset16(&pal_bg_mem[5], 0xFFFF, 1);
if (key_hit(SELECT_CARD))
{
// Go to next blind selection game state
state = 2; // Go to the outro sequence state
timer = 0; // Reset the timer
reroll_cost = REROLL_BASE_COST;
memcpy16(&pal_bg_mem[5], &pal_bg_mem[6], 1);
// memcpy16(&pal_bg_mem[16], &pal_bg_mem[6], 1);
// This changes the color of the button to a dark red.
// However, it shares a palette with the shop icon, so it will change the color of the shop icon as well.
// And I don't care enough to fix it right now.
}
}
else if (selection_x == 0 && selection_y == 1) // Reroll button
{
memset16(&pal_bg_mem[7], 0xFFFF, 1);
if (key_hit(SELECT_CARD) && money >= reroll_cost)
{
game_shop_reroll(shop_jokers, &reroll_cost);
}
}
for (int i = 0; i < MAX_SHOP_JOKERS; i++) // Item selection logic
{
if (shop_jokers[i] != NULL)
{
if (i == selection_x - 1 && selection_y == 0)
{
shop_jokers[i]->sprite_object->ty = int2fx(61);
if (key_hit(SELECT_CARD) && jokers_top < MAX_JOKERS_HELD_SIZE - 1 && money >= shop_jokers[i]->joker->value)
{
joker_push(shop_jokers[i]);
money -= shop_jokers[i]->joker->value; // Deduct the money spent on the joker
display_money(money); // Update the money display
Rect joker_price_rect;
joker_price_rect.left = fx2int(shop_jokers[i]->sprite_object->tx);
// 2*TILE_SIZE because the item is highlighted and raised by 1 additional tile
joker_price_rect.top = fx2int(shop_jokers[i]->sprite_object->ty) + CARD_SPRITE_SIZE + 2*TILE_SIZE;
joker_price_rect.right = joker_price_rect.left + TILE_SIZE * 3;
joker_price_rect.bottom = joker_price_rect.top + TILE_SIZE;
tte_erase_rect_wrapper(joker_price_rect);
shop_jokers[i] = NULL; // Remove the joker from the shop
}
}
else
{
shop_jokers[i]->sprite_object->ty = int2fx(71);
}
}
}
}
static void game_shop_lights_anim_frame()
{
// Shift palette around the border of the shop icon
COLOR shifted_palette[4];
memcpy16(&shifted_palette[0], &pal_bg_mem[14], 1);
memcpy16(&shifted_palette[1], &pal_bg_mem[17], 1);
memcpy16(&shifted_palette[2], &pal_bg_mem[22], 1);
memcpy16(&shifted_palette[3], &pal_bg_mem[8], 1);
// Circularly shift the palette
int last = shifted_palette[3];
for (int i = 3; i > 0; --i)
{
shifted_palette[i] = shifted_palette[i - 1];
}
shifted_palette[0] = last;
memcpy16(&pal_bg_mem[14], &shifted_palette[0], 1); // Copy the shifted palette to the next 4 slots
memcpy16(&pal_bg_mem[17], &shifted_palette[1], 1);
memcpy16(&pal_bg_mem[22], &shifted_palette[2], 1);
memcpy16(&pal_bg_mem[8], &shifted_palette[3], 1);
}
void game_shop()
{
change_background(BG_ID_SHOP);
@@ -2172,187 +2398,21 @@ void game_shop()
}
}
const int reroll_base_cost = 5; // Base cost for rerolling the shop items
static int reroll_cost = reroll_base_cost;
// temp variables for future implementation
const ushort max_items_top = MAX_SHOP_JOKERS;
const ushort max_items_bottom = 0;
if (timer % 20 == 0) // Shift palette around the border of the shop icon
if (timer % 20 == 0)
{
COLOR shifted_palette[4];
memcpy16(&shifted_palette[0], &pal_bg_mem[14], 1);
memcpy16(&shifted_palette[1], &pal_bg_mem[17], 1);
memcpy16(&shifted_palette[2], &pal_bg_mem[22], 1);
memcpy16(&shifted_palette[3], &pal_bg_mem[8], 1);
// Circularly shift the palette
int last = shifted_palette[3];
for (int i = 3; i > 0; --i) {
shifted_palette[i] = shifted_palette[i - 1];
}
shifted_palette[0] = last;
memcpy16(&pal_bg_mem[14], &shifted_palette[0], 1); // Copy the shifted palette to the next 4 slots
memcpy16(&pal_bg_mem[17], &shifted_palette[1], 1);
memcpy16(&pal_bg_mem[22], &shifted_palette[2], 1);
memcpy16(&pal_bg_mem[8], &shifted_palette[3], 1);
game_shop_lights_anim_frame();
}
switch (state) // I'm only using magic numbers here for the sake of simplicity since it's just sequential, but you can replace them with named constants or enums if it makes it clearer
{
case 0: // Intro sequence (menu and shop icon coming into frame)
case 0:
{
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
if (timer == 1)
{
game_shop_create_items(shop_jokers, true);
}
if (timer >= 7) // Shift the shop icon
{
int timer_offset = timer - 6;
// TODO: Extract to generic function?
for (int y = 0; y < timer_offset; y++)
{
int y_from = 26 + y - timer_offset;
int y_to = 0 + y;
Rect from = {0, y_from, 8, y_from};
BG_POINT to = {0, y_to};
main_bg_se_copy_rect(from, to);
}
}
if (timer == 12)
{
state = 1;
timer = 0; // Reset the timer
}
game_shop_intro(shop_jokers);
break;
}
case 1: // Shop menu input and selection
case 1:
{
if (timer == 1)
{
tte_printf("#{P:%d,%d; cx:0xF000}$%d", SHOP_REROLL_RECT.left, SHOP_REROLL_RECT.top, reroll_cost);
}
// Shop input logic
if (key_hit(KEY_UP))
{
selection_y = 0;
if (selection_x > max_items_top)
{
selection_x = max_items_top;
}
}
else if (key_hit(KEY_DOWN))
{
selection_y = 1;
if (selection_x > max_items_bottom)
{
selection_x = max_items_bottom;
}
}
else if (key_hit(KEY_LEFT))
{
if (selection_x > 0)
{
selection_x--;
}
}
else if (key_hit(KEY_RIGHT))
{
if (selection_y == 0 && selection_x < max_items_top)
{
selection_x++;
}
else if (selection_y == 1 && selection_x < max_items_bottom)
{
selection_x++;
}
}
memcpy16(&pal_bg_mem[7], &pal_bg_mem[3], 1);
memcpy16(&pal_bg_mem[5], &pal_bg_mem[16], 1);
// Shop selection logic
if (selection_x == 0 && selection_y == 0)
{
memset16(&pal_bg_mem[5], 0xFFFF, 1);
if (key_hit(SELECT_CARD))
{
// Go to next blind selection game state
state = 2; // Go to the outro sequence state
timer = 0; // Reset the timer
memcpy16(&pal_bg_mem[5], &pal_bg_mem[6], 1);
// memcpy16(&pal_bg_mem[16], &pal_bg_mem[6], 1);
// This changes the color of the button to a dark red.
// However, it shares a palette with the shop icon, so it will change the color of the shop icon as well.
// And I don't care enough to fix it right now.
}
}
else if (selection_x == 0 && selection_y == 1)
{
memset16(&pal_bg_mem[7], 0xFFFF, 1);
if (key_hit(SELECT_CARD) && money >= reroll_cost)
{
money -= reroll_cost;
display_money(money); // Update the money display
game_shop_create_items(shop_jokers, false);
reroll_cost++;
tte_printf("#{P:%d,%d; cx:0xF000}$%d", SHOP_REROLL_RECT.left, SHOP_REROLL_RECT.top, reroll_cost);
}
}
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
if (i == selection_x - 1 && selection_y == 0)
{
shop_jokers[i]->sprite_object->ty = int2fx(61);
if (key_hit(SELECT_CARD) && jokers_top < MAX_JOKERS_HELD_SIZE - 1 && money >= shop_jokers[i]->joker->value)
{
joker_push(shop_jokers[i]);
money -= shop_jokers[i]->joker->value; // Deduct the money spent on the joker
display_money(money); // Update the money display
Rect joker_price_rect;
joker_price_rect.left = fx2int(shop_jokers[i]->sprite_object->tx);
joker_price_rect.top = fx2int(shop_jokers[i]->sprite_object->ty) + TILE_SIZE;
joker_price_rect.right = joker_price_rect.left + TILE_SIZE * 3;
joker_price_rect.bottom = joker_price_rect.top + TILE_SIZE;
tte_erase_rect_wrapper(joker_price_rect);
shop_jokers[i] = NULL; // Remove the joker from the shop
}
}
else
{
shop_jokers[i]->sprite_object->ty = int2fx(71);
}
}
}
game_shop_process_user_input(shop_jokers);
break;
}
case 2: // Outro sequence (menu and shop icon going out of frame)
@@ -2400,23 +2460,29 @@ void game_shop()
}
default:
state = 0; // Reset the state
reroll_cost = reroll_base_cost;
selection_x = 0; // Reset the selection
selection_y = 0; // Reset the selection
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
{
// Make the joker available back to shop
int_list_append(jokers_available_to_shop, shop_jokers[i]->joker->id);
}
joker_object_destroy(&shop_jokers[i]); // Destroy the joker objects
}
increment_blind(BLIND_DEFEATED);
increment_blind(BLIND_DEFEATED); // TODO: Move to game_round_end()?
game_set_state(GAME_BLIND_SELECT); // If we reach here, we should go to the blind select state
break;
}
}
void game_blind_select()
{
switch (state) // I'm only using magic numbers here for the sake of simplicity since it's just sequential, but you can replace them with named constants or enums if it makes it clearer
+19
View File
@@ -168,3 +168,22 @@ void update_text_rect_to_right_align_num(Rect* rect, int num, int overflow_direc
}
}
void memcpy16_tile8_with_palette_offset(u16* dst, const u16* src, uint hwcount, u8 palette_offset)
{
const u16 offset = (((palette_offset) << 8) | (palette_offset));
for (int i = 0; i < hwcount; i++)
{
// Copying u8 data twice across u16 data
dst[i] = src[i] + offset;
}
}
void memcpy32_tile8_with_palette_offset(u32* dst, const u32* src, uint wcount, u8 palette_offset)
{
const u32 offset = (palette_offset << 24) | (palette_offset << 16) | (palette_offset << 8) | palette_offset;
for (int i = 0; i < wcount; i++)
{
// Copying u8 data 4 times across u32 data
dst[i] = src[i] + offset;
}
}
+84
View File
@@ -0,0 +1,84 @@
#include <stdlib.h>
#include <stdbool.h>
#include "list.h"
#include "util.h"
IntList *int_list_new(int init_size) {
IntList *list = (IntList *)malloc(sizeof(IntList));
if (list == NULL) return NULL;
list->_array = (int *)malloc(sizeof(int) * init_size);
if (!list->_array)
{
free(list);
return NULL;
}
list->size = 0;
list->allocated_size = init_size;
return list;
}
void int_list_destroy(IntList **list) {
if (list == NULL || *list == NULL)
return;
{
free((*list)->_array);
free(*list);
}
*list = NULL;
}
bool int_list_append(IntList *list, int value)
{
if (list->size >= list->allocated_size)
{
int new_size = list->allocated_size * 2;
int *new_arr = (int *)realloc(list->_array, sizeof(int) * new_size);
if (new_arr == NULL)
return false;
list->_array = new_arr;
list->allocated_size = new_size;
}
list->_array[list->size++] = value;
return true;
}
bool int_list_remove_by_idx(IntList *list, int index) {
if (index < 0 || index >= list->size)
return false;
for (int i = index; i < list->size - 1; ++i)
{
list->_array[i] = list->_array[i + 1];
}
list->size--;
return true;
}
bool int_list_remove_by_value(IntList *list, int value)
{
for (int i = 0; i < list->size; i++)
{
if (list->_array[i] == value)
{
return int_list_remove_by_idx(list, i);
}
}
return false;
}
int int_list_get(IntList *list, int index)
{
if (index < 0 || index >= list->size)
return 0;
return list->_array[index];
}
int int_list_get_size(IntList *list)
{
if (list == NULL)
{
return UNDEFINED;
}
return list->size;
}
+66 -28
View File
@@ -39,16 +39,52 @@ static bool used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for j
// Maps the spritesheet index to the palette bank index allocated to it.
// Spritesheets that were not allocated are
static int* joker_spritesheet_pb_map;
static int joker_pb_num_sprite_users[JOKER_LAST_PB - JOKER_BASE_PB + 1] = { 0 };
static int get_num_spritesheets()
{
return (get_joker_registry_size() + NUM_JOKERS_PER_SPRITESHEET - 1) / NUM_JOKERS_PER_SPRITESHEET;
}
static int joker_get_spritesheet_idx(u8 joker_id)
{
return joker_id / NUM_JOKERS_PER_SPRITESHEET;
}
// TODO: This should be generalized so any sprite can have dynamic swapping
static void joker_pb_add_sprite_user(int pb)
{
joker_pb_num_sprite_users[pb - JOKER_BASE_PB]++;
}
static void joker_pb_remove_sprite_user(int pb)
{
int num_sprite_users = joker_pb_num_sprite_users[pb - JOKER_BASE_PB];
joker_pb_num_sprite_users[pb - JOKER_BASE_PB] = max(0, num_sprite_users - 1);
}
static int joker_pb_get_num_sprite_users(int joker_pb)
{
return joker_pb_num_sprite_users[joker_pb - JOKER_BASE_PB];
}
static int get_unused_joker_pb()
{
for (int i = 0; i < NUM_ELEM_IN_ARR(joker_pb_num_sprite_users); i++)
{
if (joker_pb_num_sprite_users[i] == 0)
{
return (i + JOKER_BASE_PB);
}
}
return UNDEFINED;
}
static int allocate_pb_if_needed(u8 joker_id)
{
int joker_spritesheet_idx = joker_id / NUM_JOKERS_PER_SPRITESHEET;
int joker_spritesheet_idx = joker_get_spritesheet_idx(joker_id);
int joker_pb = joker_spritesheet_pb_map[joker_spritesheet_idx];
if (joker_pb != UNDEFINED)
{
@@ -57,23 +93,9 @@ static int allocate_pb_if_needed(u8 joker_id)
}
// Allocate a new palette
joker_pb = int_arr_max(joker_spritesheet_pb_map, get_num_spritesheets());
joker_pb = get_unused_joker_pb();
if (joker_pb == UNDEFINED)
{
// This is the first palette loaded
joker_pb = JOKER_BASE_PB;
}
else
{
// The new palette bank is a 1 increment of the last allocated one
/* TODO: This doesn't account for removal, we need to address that,
* track sprite usage and remove palettes for unused sprites
*/
joker_pb = joker_pb + 1;
}
if (joker_pb == NUM_PALETTES)
{
// Ran out of palettes, default to base and pray
joker_pb = JOKER_BASE_PB;
@@ -105,6 +127,9 @@ void joker_init()
joker_gfxTiles[6] = joker_gfx6Tiles;
joker_gfxTiles[7] = joker_gfx7Tiles;
joker_gfxTiles[8] = joker_gfx8Tiles;
joker_gfxTiles[9] = joker_gfx9Tiles;
joker_gfxTiles[10] = joker_gfx10Tiles;
joker_gfxTiles[11] = joker_gfx11Tiles;
joker_gfxPal[0] = joker_gfx0Pal;
joker_gfxPal[1] = joker_gfx1Pal;
@@ -115,6 +140,9 @@ void joker_init()
joker_gfxPal[6] = joker_gfx6Pal;
joker_gfxPal[7] = joker_gfx7Pal;
joker_gfxPal[8] = joker_gfx8Pal;
joker_gfxPal[9] = joker_gfx9Pal;
joker_gfxPal[10] = joker_gfx10Pal;
joker_gfxPal[11] = joker_gfx11Pal;
for (int i = 0; i < num_spritesheets; i++)
{
@@ -131,7 +159,7 @@ Joker *joker_new(u8 id)
joker->id = id;
joker->modifier = BASE_EDITION; // TODO: Make this a parameter
joker->value = jinfo->base_value + edition_price_lut[joker->modifier]; // Base value + edition price
joker->value = jinfo->base_value + edition_price_lut[joker->modifier];
joker->rarity = jinfo->rarity;
joker->processed = false;
@@ -174,12 +202,13 @@ JokerObject *joker_object_new(Joker *joker)
int tile_index = JOKER_TID + (layer * JOKER_SPRITE_OFFSET);
int joker_spritesheet_idx = joker->id / NUM_JOKERS_PER_SPRITESHEET;
int joker_spritesheet_idx = joker_get_spritesheet_idx(joker->id);
int joker_idx = joker->id % NUM_JOKERS_PER_SPRITESHEET;
int joker_pb = allocate_pb_if_needed(joker->id);
joker_pb_add_sprite_user(joker_pb);
memcpy32(&tile_mem[4][tile_index], &joker_gfxTiles[joker_spritesheet_idx][joker_idx * TILE_SIZE * JOKER_SPRITE_OFFSET], TILE_SIZE * JOKER_SPRITE_OFFSET);
sprite_object_set_sprite
(
joker_object->sprite_object,
@@ -200,10 +229,16 @@ JokerObject *joker_object_new(Joker *joker)
void joker_object_destroy(JokerObject **joker_object)
{
if (*joker_object == NULL) return;
if (joker_object == NULL || *joker_object == NULL) return;
int layer = sprite_get_layer(joker_object_get_sprite(*joker_object)) - JOKER_STARTING_LAYER;
used_layers[layer] = false;
joker_pb_remove_sprite_user(sprite_get_pb(joker_object_get_sprite(*joker_object)));
if (joker_pb_get_num_sprite_users((sprite_get_pb(joker_object_get_sprite(*joker_object)))) == 0)
{
joker_spritesheet_pb_map[joker_get_spritesheet_idx((*joker_object)->joker->id)] = UNDEFINED;
}
sprite_object_destroy(&(*joker_object)->sprite_object); // Destroy the sprite
joker_destroy(&(*joker_object)->joker); // Destroy the joker
free(*joker_object);
@@ -235,42 +270,45 @@ bool joker_object_score(JokerObject *joker_object, Card* scored_card, int *chips
*money += joker_effect.money;
// TODO: Retrigger
const int joker_score_display_offset_px = (MAX_CARD_SCORE_STR_LEN + 1)*TTE_CHAR_SIZE;
// + 1 For space
int cursorPosX = fx2int(joker_object->sprite_object->x) + 8; // Offset of 16 pixels to center the text on the card
if (joker_effect.chips > 0)
{
char score_buffer[12];
char score_buffer[INT_MAX_DIGITS + 2]; // For '+' and null terminator
tte_set_pos(cursorPosX, JOKER_SCORE_TEXT_Y);
tte_set_special(0xD000); // Blue
snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.chips);
tte_write(score_buffer);
cursorPosX += EFFECT_TEXT_SEPARATION_AMOUNT;
cursorPosX += joker_score_display_offset_px;
}
if (joker_effect.mult > 0)
{
char score_buffer[12];
char score_buffer[INT_MAX_DIGITS + 2];
tte_set_pos(cursorPosX, JOKER_SCORE_TEXT_Y);
tte_set_special(0xE000); // Red
snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.mult);
tte_write(score_buffer);
cursorPosX += EFFECT_TEXT_SEPARATION_AMOUNT;
cursorPosX += joker_score_display_offset_px;
}
if (joker_effect.xmult > 0)
{
char score_buffer[12];
char score_buffer[INT_MAX_DIGITS + 2];
tte_set_pos(cursorPosX, JOKER_SCORE_TEXT_Y);
tte_set_special(0xE000); // Red
snprintf(score_buffer, sizeof(score_buffer), "X%d", joker_effect.xmult);
tte_write(score_buffer);
cursorPosX += EFFECT_TEXT_SEPARATION_AMOUNT;
cursorPosX += joker_score_display_offset_px;
}
if (joker_effect.money > 0)
{
char score_buffer[12];
char score_buffer[INT_MAX_DIGITS + 2];
tte_set_pos(cursorPosX, JOKER_SCORE_TEXT_Y);
tte_set_special(0xC000); // Yellow
snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.money);
tte_write(score_buffer);
cursorPosX += EFFECT_TEXT_SEPARATION_AMOUNT;
cursorPosX += joker_score_display_offset_px;
}
joker_object->joker->processed = true; // Mark the joker as processed
+13 -8
View File
@@ -1,3 +1,4 @@
#include "game.h"
#include "joker.h"
#include "util.h"
#include "hand_analysis.h"
@@ -178,7 +179,8 @@ static JokerEffect half_joker_effect(Joker *joker, Card *scored_card) {
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
if (get_played_top() + 1 <= 3) // game.c has hand_get_size() but it's not accesible here
int played_size = get_played_top() + 1;
if (played_size <= 3)
effect.mult = 20;
return effect;
@@ -190,12 +192,13 @@ static JokerEffect joker_stencil_effect(Joker *joker, Card *scored_card) {
return effect; // if card != null, we are not at the end-phase of scoring yet
// +1 xmult per empty joker slot...
int jokers_top = get_jokers_top();
effect.xmult = (MAX_JOKERS_HELD_SIZE-1) - jokers_top;
int num_jokers = get_jokers_top() + 1;
effect.xmult = (MAX_JOKERS_HELD_SIZE) - num_jokers;
// ...and also each stencil_joker adds +1 xmult
JokerObject** jokers = get_jokers();
for (int i = 0; i < jokers_top; i++ )
for (int i = 0; i < num_jokers; i++ )
{
if (jokers[i]->joker->id == JOKER_STENCIL_ID)
effect.xmult++;
@@ -271,8 +274,8 @@ static JokerEffect blackboard_joker_effect(Joker *joker, Card *scored_card) {
bool all_cards_are_spades_or_clubs = true;
CardObject** hand = get_hand_array();
int hand_top = get_hand_top();
for (int i = 0; i < hand_top; i++ )
int hand_size = hand_get_size();
for (int i = 0; i < hand_size; i++ )
{
u8 suit = hand[i]->card->suit;
if (suit == HEARTS || suit == DIAMONDS) {
@@ -470,11 +473,12 @@ const JokerInfo joker_registry[] = {
{ COMMON_JOKER, 4, crafty_joker_effect },
{ COMMON_JOKER, 5, half_joker_effect },
{ UNCOMMON_JOKER, 8, joker_stencil_effect },
{ COMMON_JOKER, 4, misprint_joker_effect },
{ COMMON_JOKER, 5, banner_joker_effect },
{ COMMON_JOKER, 4, walkie_talkie_joker_effect },
{ UNCOMMON_JOKER, 8, fibonnaci_joker_effect },
{ COMMON_JOKER, 5, banner_joker_effect },
{ UNCOMMON_JOKER, 6, blackboard_joker_effect },
{ COMMON_JOKER, 5, mystic_summit_joker_effect },
{ COMMON_JOKER, 4, misprint_joker_effect },
{ UNCOMMON_JOKER, 6, blackboard_joker_effect },
{ COMMON_JOKER, 5, blue_joker_effect },
{ COMMON_JOKER, 5, raised_fist_joker_effect },
@@ -487,6 +491,7 @@ const JokerInfo joker_registry[] = {
{ COMMON_JOKER, 4, smiley_face_joker_effect },
{ COMMON_JOKER, 4, even_steven_joker_effect },
{ COMMON_JOKER, 4, odd_todd_joker_effect },
};
static const size_t joker_registry_size = NUM_ELEM_IN_ARR(joker_registry);
+4 -43
View File
@@ -7,6 +7,7 @@
#include "game.h"
#include "blind.h"
#include "joker.h"
#include "affine_background.h"
#include "graphic_utils.h"
// Graphics
@@ -17,29 +18,6 @@
#include "soundbank.h"
#include "soundbank_bin.h"
#define MAP_AFF_SIZE 0x0100
BG_AFFINE bgaff;
AFF_SRC_EX asx = {32<<8, 64<<8, 120, 80, 0x0100, 0x0100, 0};
void init_map() // Temp function derived from libtonc example
{
// Grit is fucking garbage and doesn't allow you to have a palette offset, they all get loaded at 0x0000. I have to manually change each tile's palette bank
unsigned int correctedTiles[affine_background_gfxTilesLen / 4];
for (int i = 0; i < affine_background_gfxTilesLen / 4; i++)
{
correctedTiles[i] = affine_background_gfxTiles[i] | 0xF0F0F0F0; // I brute forced this. I have no idea how this would and does work, but it does. We'll just leave this here for now.
// Actually for future reference, each number seems to equate to an XY on the palette, so 0xF0F0F0F0 would just push everything down 15 colors, since the second number isn't set.
}
memcpy(&tile8_mem[AFFINE_BG_CBB], correctedTiles, affine_background_gfxTilesLen);
GRIT_CPY(&se_mem[AFFINE_BG_SBB], affine_background_gfxMap);
memcpy16(&pal_bg_mem[16 * 15], affine_background_gfxPal, 5);
bgaff = bg_aff_default;
}
void init()
{
irq_init(NULL);
@@ -66,7 +44,7 @@ void init()
// BG1 is the main background layer
REG_BG1CNT = BG_PRIO(1) | BG_CBB(MAIN_BG_CBB) | BG_SBB(MAIN_BG_SBB) | BG_8BPP;
// BG2 is the affine background layer
REG_BG2CNT = BG_PRIO(2) | BG_CBB(AFFINE_BG_CBB) | BG_SBB(AFFINE_BG_CBB) | BG_8BPP | BG_WRAP | BG_AFF_32x32;
REG_BG2CNT = BG_PRIO(2) | BG_CBB(AFFINE_BG_CBB) | BG_SBB(AFFINE_BG_SBB) | BG_8BPP | BG_WRAP | BG_AFF_32x32;
int win1_left = 72;
int win1_top = 44;
@@ -93,9 +71,8 @@ void init()
REG_DISPCNT = DCNT_MODE1 | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG1 | DCNT_BG2 | DCNT_OBJ | DCNT_WIN0 | DCNT_WIN1;
init_map(); // Initialize the map for the background
// Initialize subsystems
affine_background_init();
sprite_init();
card_init();
blind_init();
@@ -103,24 +80,9 @@ void init()
game_init();
}
void background_update() // This needs to be called before update() and draw() because setting REG_BG_AFFINE during an HBlank can cause issues
{
static uint timer = 0;
timer++;
// These values are not permament, just the current configuration for the affine background
asx.tex_x += 5;
asx.tex_y += 12;
asx.sx = (lu_sin(timer * 100)) >> 8; // Scale the sine value to fit in a s16
asx.sx += 256; // Add 256 to the sine value to make it positive
asx.sy = (lu_sin(timer * 100 + 0x4000)) >> 8; // Scale the sine value to fit in a s16
asx.sy += 256; // Add 256 to the sine value to make it positive
bg_rotscale_ex(&bgaff, &asx);
REG_BG_AFFINE[2]= bgaff;
}
void update()
{
affine_background_update();
game_update();
}
@@ -138,7 +100,6 @@ int main()
VBlankIntrWait();
mmFrame();
key_poll();
background_update();
update();
draw();
}
+17 -8
View File
@@ -1,5 +1,6 @@
#include "sprite.h"
#include "util.h"
#include "audio_utils.h"
#include <tonc.h>
#include <stdlib.h>
@@ -100,6 +101,15 @@ void sprite_draw()
oam_copy(oam_mem, obj_buffer, MAX_SPRITES);
}
int sprite_get_pb(const Sprite *sprite)
{
if (sprite == NULL)
{
return UNDEFINED;
}
return (sprite->obj->attr2 & ATTR2_PALBANK_MASK) >> ATTR2_PALBANK_SHIFT;
}
// SpriteObject methods
SpriteObject* sprite_object_new()
{
@@ -135,9 +145,9 @@ void sprite_object_reset_transform(SpriteObject* sprite_object)
sprite_object->y = 0;
sprite_object->vx = 0;
sprite_object->vy = 0;
sprite_object->tscale = float2fx(1.0f); // Target scale
sprite_object->scale = float2fx(1.0f);
sprite_object->vscale = float2fx(0.0f);
sprite_object->tscale = FIX_ONE; // Target scale
sprite_object->scale = FIX_ONE;
sprite_object->vscale = 0;
sprite_object->trotation = 0; // Target rotation
sprite_object->rotation = 0;
sprite_object->vrotation = 0;
@@ -153,7 +163,7 @@ void sprite_object_update(SpriteObject* sprite_object)
sprite_object->vrotation += (sprite_object->trotation - sprite_object->rotation) / 8; // Rotate the card when it's played
// set velocity to 0 if it's close enough to the target
const float epsilon = float2fx(0.01f);
const FIXED epsilon = float2fx(0.01f);
if (sprite_object->vx < epsilon && sprite_object->vx > -epsilon && sprite_object->vy < epsilon && sprite_object->vy > -epsilon)
{
sprite_object->vx = 0;
@@ -201,13 +211,12 @@ void sprite_object_update(SpriteObject* sprite_object)
void sprite_object_shake(SpriteObject* sprite_object, mm_word sound_id)
{
sprite_object->vscale = float2fx(0.3f); // Scale down the card when it's scored
sprite_object->vrotation = float2fx(8.0f); // Rotate the card when it's scored
sprite_object->vscale = float2fx(0.3f);
sprite_object->vrotation = float2fx(8.0f); //Rotate the card when it's scored
if (sound_id == UNDEFINED) return; // If no sound ID is provided, do nothing
mm_sound_effect sfx_select = { {sound_id}, 1024, 0, 255, 128, };
mmEffectEx(&sfx_select);
play_sfx(sound_id, MM_BASE_PITCH_RATE);
}
void sprite_object_set_selected(SpriteObject* sprite_object, bool selected)