Added Selection Grid system and refactored shop code to use it

This commit is contained in:
MeirGavish
2025-08-15 19:30:07 +03:00
parent 06dc4f9c62
commit d1677e82d2
4 changed files with 260 additions and 107 deletions
+41
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@@ -0,0 +1,41 @@
#ifndef SELECTION_GRID_H
#define SELECTION_GRID_H
#include <tonc.h>
typedef POINT Selection;
struct SelectionGridRow;
struct SelectionGrid;
typedef struct SelectionGridRow SelectionGridRow;
typedef struct SelectionGrid SelectionGrid;
// Called whenever there is a change in the selection cursor
// row_idx is the index of the row whose function is invoked - can be used to identify whether it is the previous or new selection row.
typedef void (*RowOnSelectionChangedFunc)(SelectionGrid* selection_grid, int row_idx, const Selection* prev_selection, const Selection* new_selection);
typedef int (*RowGetSizeFunc)();
// Called for any non-directional key hit
// The key will not be passed, the function will have to check key_hit() etc. for the key it wants to check
typedef void (*RowOnKeyHitFunc)(SelectionGrid* selection_grid, Selection* selection);
struct SelectionGridRow
{
int row_idx;
RowGetSizeFunc get_size;
RowOnSelectionChangedFunc on_selection_changed;
RowOnKeyHitFunc on_key_hit;
};
struct SelectionGrid
{
SelectionGridRow* rows;
const int num_rows;
Selection selection;
};
void selection_grid_process_input(SelectionGrid* selection_grid);
void selection_grid_move_selection_horz(SelectionGrid* selection_grid, int direction_tribool);
void selection_grid_move_selection_vert(SelectionGrid* selection_grid, int direction_tribool);
#endif
+135 -105
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@@ -15,6 +15,7 @@
#include "graphic_utils.h"
#include "tonc_video.h"
#include "audio_utils.h"
#include "selection_grid.h"
#include "background_gfx.h"
#include "background_shop_gfx.h"
@@ -246,6 +247,8 @@ static const Rect SHOP_REROLL_RECT = {88, 96, UNDEFINED, UNDEFI
#define SCORED_CARD_TEXT_Y 48
#define HIGHLIGHT_COLOR 0xFFFF
#define PITCH_STEP_DISCARD_SFX (-64)
#define PITCH_STEP_DRAW_SFX 24
#define PITCH_STEP_UNDISCARD_SFX 2*PITCH_STEP_DRAW_SFX
@@ -2133,6 +2136,18 @@ void game_round_end()
}
}
// Shop
static JokerObject *shop_jokers[MAX_SHOP_JOKERS] = {NULL};
#define REROLL_BASE_COST 5 // Base cost for rerolling the shop items
static int reroll_cost = REROLL_BASE_COST;
#define NEXT_ROUND_BTN_SEL_X 0
#define NEXT_ROUND_BTN_FRAME_PAL_IDX 5
#define NEXT_ROUND_BTN_PAL_IDX 16
#define REROLL_BTN_FRAME_PAL_IDX 7
#define REROLL_BTN_PAL_IDX 3
static void game_shop_create_items(JokerObject *shop_jokers[])
{
tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
@@ -2225,17 +2240,130 @@ static void game_shop_reroll(JokerObject** shop_jokers, int *reroll_cost)
tte_printf("#{P:%d,%d; cx:0xF000}$%d", SHOP_REROLL_RECT.left, SHOP_REROLL_RECT.top, *reroll_cost);
}
// Shop input
static int shop_top_row_get_size()
{
// TODO: Make dynamic to not allow selecting sold items
return MAX_SHOP_JOKERS + 1; // + 1 to account for next round button
}
static void shop_top_row_on_key_hit(SelectionGrid* selection_grid, Selection* selection)
{
if (!key_hit(SELECT_CARD))
return;
if (selection->x == NEXT_ROUND_BTN_SEL_X)
{
// 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[NEXT_ROUND_BTN_FRAME_PAL_IDX], &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
{
int shop_joker_idx = selection->x - 1; // - 1 to account for next round button
if (shop_jokers[shop_joker_idx] == NULL
|| jokers_top >= MAX_JOKERS_HELD_SIZE - 1
|| money < shop_jokers[shop_joker_idx]->joker->value)
{
return;
}
joker_push(shop_jokers[shop_joker_idx]);
money -= shop_jokers[shop_joker_idx]->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[shop_joker_idx]->sprite_object->tx);
// 2*TILE_SIZE because the item is highlighted and raised by 1 additional tile
joker_price_rect.top = fx2int(shop_jokers[shop_joker_idx]->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[shop_joker_idx] = NULL; // Remove the joker from the shop
selection_grid_move_selection_horz(selection_grid, -1);
}
}
static void shop_top_row_on_selection_changed(SelectionGrid* selection_grid, int row_idx, const Selection* prev_selection, const Selection* new_selection)
{
if (prev_selection->y == row_idx)
{
if (prev_selection->x == NEXT_ROUND_BTN_SEL_X)
{
// Remove next round button highlight
memcpy16(&pal_bg_mem[NEXT_ROUND_BTN_FRAME_PAL_IDX], &pal_bg_mem[NEXT_ROUND_BTN_PAL_IDX], 1);
}
else
{
sprite_object_set_focus(shop_jokers[prev_selection->x - 1]->sprite_object, false);
// -1 to account for next round button
}
}
if (new_selection->y == row_idx)
{
if (new_selection->x == NEXT_ROUND_BTN_SEL_X)
{
// Highlight next round button
memset16(&pal_bg_mem[NEXT_ROUND_BTN_FRAME_PAL_IDX], HIGHLIGHT_COLOR, 1);
}
else
{
sprite_object_set_focus(shop_jokers[new_selection->x - 1]->sprite_object, true);
// -1 to account for next round button
}
}
}
static int shop_bottom_row_get_size()
{
return 1; // Currently only the reroll button
}
static void shop_bottom_row_on_selection_changed(SelectionGrid* selection_grid, int row_idx, const Selection* prev_selection, const Selection* new_selection)
{
if (row_idx == prev_selection->y)
{
// Remove highlight
memcpy16(&pal_bg_mem[REROLL_BTN_FRAME_PAL_IDX], &pal_bg_mem[REROLL_BTN_PAL_IDX], 1);
}
else if (row_idx == new_selection->y)
{
memset16(&pal_bg_mem[REROLL_BTN_FRAME_PAL_IDX], HIGHLIGHT_COLOR, 1);
}
}
static void shop_bottom_row_on_key_hit(SelectionGrid* selection_grid, Selection* selection)
{
if (money >= reroll_cost)
{
game_shop_reroll(shop_jokers, &reroll_cost);
}
}
SelectionGridRow shop_selection_rows[] =
{
{0, shop_top_row_get_size, shop_top_row_on_selection_changed, shop_top_row_on_key_hit},
{1, shop_bottom_row_get_size, shop_bottom_row_on_selection_changed, shop_bottom_row_on_key_hit}
};
// TODO: Initialize selection better
SelectionGrid shop_selection_grid = {shop_selection_rows, NUM_ELEM_IN_ARR(shop_selection_rows), {0, 0}};
// 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)
{
@@ -2243,103 +2371,7 @@ static void game_shop_process_user_input(JokerObject** shop_jokers)
}
// 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)
{
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
}
}
}
}
selection_grid_process_input(&shop_selection_grid);
}
static void game_shop_lights_anim_frame()
@@ -2371,8 +2403,6 @@ void game_shop()
{
change_background(BG_ID_SHOP);
static JokerObject *shop_jokers[MAX_SHOP_JOKERS] = {NULL};
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
{
if (shop_jokers[i] != NULL)
+79
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@@ -0,0 +1,79 @@
#include "selection_grid.h"
static void selection_grid_process_directional_input(SelectionGrid *selection_grid)
{
int horz_tri_input = bit_tribool(key_hit(KEY_ANY), KI_RIGHT, KI_LEFT);
if (horz_tri_input != 0)
{
selection_grid_move_selection_horz(selection_grid, horz_tri_input);
/* Avoid handling both vertical and horizontal input at the same time,
* it creates all sorts of difficult edge cases.
*/
return;
}
int vert_tri_input = bit_tribool(key_hit(KEY_ANY), KI_DOWN, KI_UP);
if (vert_tri_input != 0)
{
selection_grid_move_selection_vert(selection_grid, vert_tri_input);
}
}
void selection_grid_move_selection_horz(SelectionGrid* selection_grid,
int direction_tribool)
{
Selection new_selection = selection_grid->selection;
new_selection.x += direction_tribool;
if( selection_grid->selection.y >= 0
&& selection_grid->selection.y < selection_grid->num_rows
&& new_selection.x >= 0
&& new_selection.x < selection_grid->rows[new_selection.y].get_size())
{
selection_grid->rows[new_selection.y].on_selection_changed(selection_grid, new_selection.y, &selection_grid->selection, &new_selection);
selection_grid->selection = new_selection;
}
}
void selection_grid_move_selection_vert(SelectionGrid *selection_grid, int direction_tribool)
{
Selection selection = selection_grid->selection;
Selection new_selection = selection;
new_selection.y += direction_tribool;
if (new_selection.y >= 0
&& new_selection.y < selection_grid->num_rows)
{
int new_row_size = selection_grid->rows[new_selection.y].get_size();
if (selection.x >= new_row_size)
{
// TODO: Maintain relative horizontal position
// Clip selection to row size
new_selection.x = new_row_size - 1;
}
selection_grid->rows[selection.y].on_selection_changed(selection_grid, selection.y, &selection, &new_selection);
selection_grid->rows[new_selection.y].on_selection_changed(selection_grid, new_selection.y, &selection, &new_selection);
selection_grid->selection = new_selection;
}
}
void selection_grid_process_input(SelectionGrid *selection_grid)
{
if (selection_grid == NULL || selection_grid->rows == NULL)
return;
selection_grid_process_directional_input(selection_grid);
u32 non_directional_key = KEY_ANY & ~KEY_DIR;
if (key_hit(non_directional_key))
{
Selection* selection = &selection_grid->selection; // To make the next line shorter and more readable
selection_grid->rows[selection->y].on_key_hit(selection_grid, selection);
}
}
+5 -2
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@@ -1,6 +1,7 @@
#include "sprite.h"
#include "util.h"
#include "audio_utils.h"
#include "soundbank.h"
#include <tonc.h>
#include <stdlib.h>
@@ -247,8 +248,10 @@ void sprite_object_set_focus(SpriteObject* sprite_object, bool focus)
{
return;
}
sprite_object->ty = sprite_object->ty + (focus ? -1 : 1) * SPRITE_FOCUS_RAISE_PX;
sprite_object->focused = focus;
play_sfx(SFX_CARD_FOCUS , MM_BASE_PITCH_RATE + rand() % 512);
sprite_object->ty = sprite_object->ty + int2fx((focus ? -1 : 1) * SPRITE_FOCUS_RAISE_PX);
}
bool sprite_object_is_focused(SpriteObject* sprite_object)