Buggy restarting

This commit is contained in:
cellos51
2025-08-09 23:18:52 -04:00
parent 164f58aa1e
commit d20b5c5ce4
+124 -28
View File
@@ -42,6 +42,8 @@ static int state = 0; // General state variable, used for switch statements in e
static enum HandType hand_type = NONE; static enum HandType hand_type = NONE;
static CardObject *main_menu_ace = NULL;
static Sprite *playing_blind_token = NULL; // The sprite that displays the blind when in "GAME_PLAYING/GAME_ROUND_END" state static Sprite *playing_blind_token = NULL; // The sprite that displays the blind when in "GAME_PLAYING/GAME_ROUND_END" state
static Sprite *round_end_blind_token = NULL; // The sprite that displays the blind when in "GAME_ROUND_END" state static Sprite *round_end_blind_token = NULL; // The sprite that displays the blind when in "GAME_ROUND_END" state
@@ -51,31 +53,31 @@ static int current_blind = SMALL_BLIND;
static enum BlindState blinds[MAX_BLINDS] = {BLIND_CURRENT, BLIND_UPCOMING, BLIND_UPCOMING}; // The current state of the blinds, this is used to determine what the game is doing at any given time static enum BlindState blinds[MAX_BLINDS] = {BLIND_CURRENT, BLIND_UPCOMING, BLIND_UPCOMING}; // The current state of the blinds, this is used to determine what the game is doing at any given time
// Red deck default (can later be moved to a deck.h file or something) // Red deck default (can later be moved to a deck.h file or something)
static int max_hands = 4; static int max_hands;
static int max_discards = 4; static int max_discards;
// Set in game_init and game_round_init // Set in game_init and game_round_init
static int hands = 0; static int hands;
static int discards = 0; static int discards;
static int round = 0; static int round;
static int ante = 1; static int ante;
static int money = 4; static int money;
static int score = 0; static int score;
static int temp_score = 0; // This is the score that shows in the same spot as the hand type. static int temp_score = 0; // This is the score that shows in the same spot as the hand type.
static FIXED lerped_score = 0; static FIXED lerped_score = 0;
static FIXED lerped_temp_score = 0; static FIXED lerped_temp_score = 0;
static int chips = 0; static int chips;
static int mult = 0; static int mult;
static int hand_size = 8; // Default hand size is 8 static int hand_size; // Default hand size is 8
static int cards_drawn = 0; static int cards_drawn;
static int hand_selections = 0; static int hand_selections;
static int selection_x = 0; static int selection_x;
static int selection_y = 0; static int selection_y;
static bool sort_by_suit = false; static bool sort_by_suit;
// Stacks // Stacks
static JokerObject *jokers[MAX_JOKERS_HELD_SIZE] = {NULL}; static JokerObject *jokers[MAX_JOKERS_HELD_SIZE] = {NULL};
@@ -119,6 +121,19 @@ static inline CardObject *played_pop()
return played[played_top--]; return played[played_top--];
} }
// Hand stack
static inline void hand_push(CardObject *card_object)
{
if (hand_top >= MAX_HAND_SIZE - 1) return;
hand[++hand_top] = card_object;
}
static inline CardObject *hand_pop()
{
if (hand_top < 0) return NULL;
return hand[hand_top--];
}
// Deck stack // Deck stack
static inline void deck_push(Card *card) static inline void deck_push(Card *card)
{ {
@@ -473,6 +488,7 @@ void change_background(int id)
} }
REG_WIN0V = (REG_WIN0V << 8) | 0xA0; // Set window 0 bottom to 160 REG_WIN0V = (REG_WIN0V << 8) | 0xA0; // Set window 0 bottom to 160
toggle_windows(true, true);
for (int i = 0; i <= 2; i++) for (int i = 0; i <= 2; i++)
{ {
@@ -636,8 +652,6 @@ void change_background(int id)
// Disable the button highlight colors // Disable the button highlight colors
// Select button PID is 5 and the outline is 3 // Select button PID is 5 and the outline is 3
memcpy16(&pal_bg_mem[3], &pal_bg_mem[5], 1); memcpy16(&pal_bg_mem[3], &pal_bg_mem[5], 1);
affine_background_change_background(AFFINE_BG_MAIN_MENU);
} }
else else
{ {
@@ -993,11 +1007,27 @@ void game_round_init()
deck_shuffle(); // Shuffle the deck at the start of the round deck_shuffle(); // Shuffle the deck at the start of the round
} }
void game_main_menu_init()
{
affine_background_change_background(AFFINE_BG_MAIN_MENU);
main_menu_ace = card_object_new(card_new(SPADES, ACE));
card_object_set_sprite(main_menu_ace, 0); // Set the sprite for the ace of spades
main_menu_ace->sprite_object->sprite->obj->attr0 |= ATTR0_AFF_DBL; // Make the sprite double sized
main_menu_ace->sprite_object->tx = int2fx(88);
main_menu_ace->sprite_object->x = main_menu_ace->sprite_object->tx;
main_menu_ace->sprite_object->ty = int2fx(26);
main_menu_ace->sprite_object->y = main_menu_ace->sprite_object->ty;
main_menu_ace->sprite_object->tscale = float2fx(0.8f);
}
void init_game_state(enum GameState game_state_to_init) void init_game_state(enum GameState game_state_to_init)
{ {
// Switch written out, add init for states as needed // Switch written out, add init for states as needed
switch (game_state_to_init) switch (game_state_to_init)
{ {
case GAME_MAIN_MENU:
game_main_menu_init();
break;
case GAME_PLAYING: case GAME_PLAYING:
game_round_init(); game_round_init();
break; break;
@@ -1045,26 +1075,55 @@ void game_init()
obj_hide(blind_select_tokens[BIG_BLIND]->obj); obj_hide(blind_select_tokens[BIG_BLIND]->obj);
obj_hide(blind_select_tokens[BOSS_BLIND]->obj); obj_hide(blind_select_tokens[BOSS_BLIND]->obj);
// Fill the deck with all the cards. Later on this can be replaced with a more dynamic system that allows for different decks and card types. game_set_state(game_state);
for (int suit = 0; suit < NUM_SUITS; suit++)
{
for (int rank = 0; rank < NUM_RANKS; rank++)
{
Card *card = card_new(suit, rank);
deck_push(card);
}
}
} }
void game_start() void game_start()
{ {
affine_background_change_background(AFFINE_BG_GAME); affine_background_change_background(AFFINE_BG_GAME);
// Normally I would just cache these and hide/unhide but I didn't feel like dealing with defining a layer for it
card_destroy(&main_menu_ace->card);
card_object_destroy(&main_menu_ace);
jokers_avialable_to_shop_init(); jokers_avialable_to_shop_init();
current_blind = SMALL_BLIND;
blinds[0] = BLIND_CURRENT;
blinds[1] = BLIND_UPCOMING;
blinds[2] = BLIND_UPCOMING;
hand_state = HAND_DRAW;
play_state = PLAY_PLAYING;
hand_type = NONE;
max_hands = 4;
max_discards = 4;
hands = max_hands; hands = max_hands;
discards = max_discards; discards = max_discards;
round = 0;
ante = 1;
money = 4;
score = 0;
temp_score = 0; // This is the score that shows in the same spot as the hand type.
lerped_score = 0;
lerped_temp_score = 0;
chips = 0;
mult = 0;
hand_size = 8; // Default hand size is 8
cards_drawn = 0;
hand_selections = 0;
selection_x = 0;
selection_y = 0;
sort_by_suit = false;
// Fill the deck with all the cards. Later on this can be replaced with a more dynamic system that allows for different decks and card types. // Fill the deck with all the cards. Later on this can be replaced with a more dynamic system that allows for different decks and card types.
for (int suit = 0; suit < NUM_SUITS; suit++) for (int suit = 0; suit < NUM_SUITS; suit++)
{ {
@@ -2678,6 +2737,10 @@ void game_main_menu()
{ {
change_background(BG_ID_MAIN_MENU); change_background(BG_ID_MAIN_MENU);
card_object_update(main_menu_ace);
main_menu_ace->sprite_object->trotation = lu_sin((timer << 8) / 2) / 3;
main_menu_ace->sprite_object->rotation = main_menu_ace->sprite_object->trotation;
if (key_hit(KEY_LEFT)) if (key_hit(KEY_LEFT))
{ {
if (selection_x > 0) if (selection_x > 0)
@@ -2716,6 +2779,39 @@ void game_main_menu()
} }
} }
void game_lose()
{
game_round_end_cleanup();
// Cleanup the stacks
while(hand_top >= 0)
{
CardObject *card_object = hand_pop();
card_destroy(&card_object->card);
card_object_destroy(&card_object);
}
while (deck_top >= 0)
{
Card *card = deck_pop();
card_destroy(&card);
}
while (discard_top >= 0)
{
Card *card = discard_pop();
card_destroy(&card);
}
while (jokers_top >= 0)
{
JokerObject *joker_object = joker_pop();
joker_object_destroy(&joker_object);
}
game_set_state(GAME_MAIN_MENU);
}
void game_update() void game_update()
{ {
timer++; timer++;
@@ -2749,7 +2845,7 @@ void game_update()
game_blind_select(); game_blind_select();
break; break;
case GAME_LOSE: case GAME_LOSE:
// Handle lose logic here game_lose();
break; break;
} }
} }