Implement boss blind graphics (#352)
* Created sprite bank for all blinds * progress city, it's a beatiful city that progress city! * Sprite appears in blind selection screen * Added all blind colors * fix magic numbers + disable boss reroll * Fix boss blind token not moving after a reroll * fix always rolling the Needle due to choosing too early for the rng seed to be set * No need for affine sprite for blind tokens, regular is enough * address Copilot's review 1/2 * address Copilot's review 2/2 * correct Blind Tokens/Types * Index palette colors into the files instead of code * Fix blind sprites (flip bug not solved) * Fix magic number, tile index and Mark colors * load boss blind palette only when changing spritesheet * Adressing clang format and ease of modification of the blinds' list * Removed some magic numbers --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
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@@ -179,7 +179,7 @@ JokerObject* joker_object_new(Joker* joker)
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joker_object->joker = joker;
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joker_object->sprite_object = sprite_object_new();
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int tile_index = JOKER_TID + (layer * JOKER_SPRITE_OFFSET);
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int tile_index = JOKER_TID + layer * JOKER_SPRITE_OFFSET;
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int joker_spritesheet_idx = s_joker_get_spritesheet_idx(joker->id);
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int joker_idx = s_joker_get_sprite_idx_in_sheet(joker->id, joker_spritesheet_idx);
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