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>
This commit is contained in:
Geralt
2026-04-16 10:52:39 +02:00
committed by GitHub
parent a31eccba20
commit db27962623
49 changed files with 483 additions and 184 deletions
+1 -1
View File
@@ -179,7 +179,7 @@ JokerObject* joker_object_new(Joker* joker)
joker_object->joker = joker;
joker_object->sprite_object = sprite_object_new();
int tile_index = JOKER_TID + (layer * JOKER_SPRITE_OFFSET);
int tile_index = JOKER_TID + layer * JOKER_SPRITE_OFFSET;
int joker_spritesheet_idx = s_joker_get_spritesheet_idx(joker->id);
int joker_idx = s_joker_get_sprite_idx_in_sheet(joker->id, joker_spritesheet_idx);