diff --git a/graphics/background_blind_select_gfx.grit b/graphics/background_blind_select_gfx.grit new file mode 100644 index 0000000..f57bef6 --- /dev/null +++ b/graphics/background_blind_select_gfx.grit @@ -0,0 +1 @@ +-gB8 -mR8 -mLs -mRtf \ No newline at end of file diff --git a/graphics/background_blind_select_gfx.png b/graphics/background_blind_select_gfx.png new file mode 100644 index 0000000..6901ea5 Binary files /dev/null and b/graphics/background_blind_select_gfx.png differ diff --git a/graphics/background_shop_gfx.png b/graphics/background_shop_gfx.png index cecb7c7..b63d055 100644 Binary files a/graphics/background_shop_gfx.png and b/graphics/background_shop_gfx.png differ diff --git a/source/game.c b/source/game.c index 5061471..6c2f7b9 100644 --- a/source/game.c +++ b/source/game.c @@ -18,11 +18,11 @@ #include "soundbank.h" -static int timer = 1; // This might already exist in libtonc but idk so i'm just making my own +static int timer = 0; // This might already exist in libtonc but idk so i'm just making my own static int game_speed = 1; static int background = 0; -static enum GameState game_state = GAME_PLAYING; // The current game state, this is used to determine what the game is doing at any given time +static enum GameState game_state = GAME_ROUND_END; // The current game state, this is used to determine what the game is doing at any given time static enum HandState hand_state = HAND_DRAW; static enum PlayState play_state = PLAY_PLAYING; @@ -377,15 +377,15 @@ void change_background(int id) // Set the outline colors for the shop background memset16(&pal_bg_mem[27], 0x213D, 1); - memset16(&pal_bg_mem[7], 0x10B4, 1); - + memset16(&pal_bg_mem[6], 0x10B4, 1); + memset16(&pal_bg_mem[14], 0x32BE, 1); // Reset the shop lights to correct colors memset16(&pal_bg_mem[17], 0x4B5F, 1); memset16(&pal_bg_mem[22], 0x5F9F, 1); memset16(&pal_bg_mem[8], 0xFFFF, 1); - memcpy16(&pal_bg_mem[6], &pal_bg_mem[3], 1); // Disable the button highlight colors - memcpy16(&pal_bg_mem[13], &pal_bg_mem[15], 1); + memcpy16(&pal_bg_mem[7], &pal_bg_mem[3], 1); // Disable the button highlight colors + memcpy16(&pal_bg_mem[5], &pal_bg_mem[16], 1); } else { @@ -1695,8 +1695,8 @@ void game_round_end() // Writing this kind a made me want to kms. If somewone wa timer = 0; state = 9; } - } break; + } default: timer = 0; sequence_step = 0; @@ -1712,6 +1712,17 @@ void game_round_end() // Writing this kind a made me want to kms. If somewone wa void game_shop() { change_background(BG_ID_SHOP); + + // TODO: Later move these static variables somewhere else so they can be reused for each game state + static int state = 0; + + // these are for controlling the shop menu + static bool top_row = true; + static ushort selection_x = 0; + + // temp variables for future implementation + const ushort max_items_top = 0; + const ushort max_items_bottom = 0; if (timer % 20 == 0) // Shift palette around the border of the shop icon { @@ -1734,35 +1745,155 @@ void game_shop() 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); - } - if (timer < 13) - { - for (int y = 7; y < 40; y++) - { - int x = 9; - memcpy16(&se_mem[MAIN_BG_SBB][x + 32 * (y - 1)], &se_mem[MAIN_BG_SBB][x + 32 * y], 16); - } - - if (timer >= 7) - { - int timer_offset = timer - 6; - - for (int y = 0; y < timer_offset; y++) + 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) + { + for (int y = 7; y < 40; y++) // Shift the shop panel { - int y_from = 26 + y - timer_offset; - int y_to = 0 + y; - memcpy16(&se_mem[MAIN_BG_SBB][32 * y_to], &se_mem[MAIN_BG_SBB][32 * y_from], 9); + int x = 9; + memcpy16(&se_mem[MAIN_BG_SBB][x + 32 * (y - 1)], &se_mem[MAIN_BG_SBB][x + 32 * y], 16); } + + if (timer >= 7) // Shift the shop icon + { + int timer_offset = timer - 6; + + for (int y = 0; y < timer_offset; y++) + { + int y_from = 26 + y - timer_offset; + int y_to = 0 + y; + memcpy16(&se_mem[MAIN_BG_SBB][32 * y_to], &se_mem[MAIN_BG_SBB][32 * y_from], 9); + } + } + + if (timer == 12) + { + state = 1; + timer = 0; // Reset the timer + } + + break; + } + case 1: // Shop menu input and selection + { + // Shop input logic + if (key_hit(KEY_UP)) + { + top_row = true; + + if (selection_x > max_items_top) + { + selection_x = max_items_top; + } + } + else if (key_hit(KEY_DOWN)) + { + top_row = false; + + 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 (top_row && selection_x < max_items_top) + { + selection_x++; + } + else if (!top_row && selection_x < max_items_bottom) + { + selection_x++; + } + } + + // Shop selection logic + if (selection_x == 0 && top_row) + { + memcpy16(&pal_bg_mem[7], &pal_bg_mem[3], 1); + memset16(&pal_bg_mem[5], 0xFFFF, 1); + + if (key_hit(KEY_A)) + { + // 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 && !top_row) + { + memset16(&pal_bg_mem[7], 0xFFFF, 1); + memcpy16(&pal_bg_mem[5], &pal_bg_mem[16], 1); + + if (key_hit(KEY_A)) + { + // Do shop re-roll for money + } + } + + break; } - - // if (timer == 8) - // { - // int y_from = 26; - // int y_to = 0; - // memcpy16(&se_mem[MAIN_BG_SE_BASE][32 * y_to], &se_mem[MAIN_BG_SE_BASE][32 * y_from], 9); - // } + case 2: // Outro sequence (menu and shop icon going out of frame) + { + // This is reused from game_round_end() + // Shift the shop panel + int x = 9; + for (int y = 19; y > 5; y--) + { + memcpy16(&se_mem[MAIN_BG_SBB][x + 32 * (y + 1)], &se_mem[MAIN_BG_SBB][x + 32 * y], 16); + } + + // Shift the shop icon + for (int y = 0; y < 5; y++) + { + memcpy16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], &se_mem[MAIN_BG_SBB][32 * y], 9); + } + + if (timer == 1) + { + int y = 6; + memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0006, 1); + memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0007, 2); + memset16(&se_mem[MAIN_BG_SBB][3 + 32 * (y - 1)], 0x0008, 1); + memset16(&se_mem[MAIN_BG_SBB][4 + 32 * (y - 1)], 0x0009, 4); + memset16(&se_mem[MAIN_BG_SBB][7 + 32 * (y - 1)], 0x0408, 1); + memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0406, 1); + } + else if (timer == 2) + { + int y = 5; + memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0001, 1); + memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0002, 7); + memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0401, 1); + } + + if (timer >= 20) + { + state = 3; // Go to the next state + timer = 0; // Reset the timer + } + + break; + } + default: + break; } }