basic implementation of blind select screen

This commit is contained in:
cellos51
2025-07-09 21:37:49 -04:00
parent b246249be7
commit e1c1d68694
5 changed files with 120 additions and 14 deletions
+14 -7
View File
@@ -8,18 +8,25 @@
// +1 is added because we'll actually be indexing at 1, but if something causes you to go to ante 0, there will still be a value there.
static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
enum BlindType
#define MAX_BLINDS 3
#define SMALL_BLIND 0
#define BIG_BLIND 1
#define BOSS_BLIND 2
enum BlindState
{
SMALL_BLIND,
BIG_BLIND,
BOSS_BLIND // This is just for a testing and should be replaced when more blinds are added
BLIND_CURRENT,
BLIND_UPCOMING,
BLIND_DEFEATED,
BLIND_SKIPPED
};
void blinds_init();
int blind_get_requirement(enum BlindType type, int ante);
int blind_get_reward(enum BlindType type);
int blind_get_requirement(int type, int ante);
int blind_get_reward(int type);
Sprite *blind_token_new(enum BlindType type, int x, int y, int sprite_index);
Sprite *blind_token_new(int type, int x, int y, int sprite_index);
#endif // BLIND_H
+1
View File
@@ -11,6 +11,7 @@
#define BG_ID_CARD_PLAYING 2
#define BG_ID_ROUND_END 3
#define BG_ID_SHOP 4
#define BG_ID_BLIND_SELECT 5
enum GameState
{