Merge pull request #172 from cellos51/start_music_after_splashscreen
Changed music to start after Splash Screen
This commit is contained in:
@@ -1,5 +1,5 @@
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// (stateEnum, on_init, on_update, on_exit)
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DEF_STATE_INFO(GAME_STATE_SPLASH_SCREEN, splash_screen_on_init, splash_screen_on_update, _noop)
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DEF_STATE_INFO(GAME_STATE_SPLASH_SCREEN, splash_screen_on_init, splash_screen_on_update, splash_screen_on_exit)
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DEF_STATE_INFO(GAME_STATE_MAIN_MENU, game_main_menu_on_init, game_main_menu_on_update, _noop)
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DEF_STATE_INFO(GAME_STATE_PLAYING, game_round_on_init, game_playing_on_update, _noop)
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DEF_STATE_INFO(GAME_STATE_ROUND_END, _noop, game_round_end_on_update, game_round_end_on_exit)
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+2
-1
@@ -32,7 +32,8 @@ enum GameState
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#define DEF_STATE_INFO(stateEnum, on_init, on_update, on_exit) stateEnum,
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#include "def_state_info_table.h"
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#undef DEF_STATE_INFO
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GAME_STATE_MAX
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GAME_STATE_MAX,
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GAME_STATE_UNDEFINED
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};
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enum HandState
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@@ -9,5 +9,6 @@
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void splash_screen_on_init();
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void splash_screen_on_update();
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void splash_screen_on_exit();
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#endif // SPLASH_SCREEN_H
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+12
-5
@@ -164,7 +164,7 @@ static const SubStateActionFn round_end_state_actions[] =
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game_round_end_dismiss_round_end_panel
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};
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static enum GameState game_state = GAME_STATE_SPLASH_SCREEN; // The current game state, this is used to determine what the game is doing at any given time
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static enum GameState game_state = GAME_STATE_UNDEFINED; // The current game state, this is used to determine what the game is doing at any given time
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static enum HandState hand_state = HAND_DRAW;
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static enum PlayState play_state = PLAY_PLAYING;
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@@ -1269,11 +1269,18 @@ void game_change_state(enum GameState new_game_state)
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{
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timer = TM_ZERO; // Reset the timer
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state_info[game_state].substate = 0;
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state_info[game_state].on_exit();
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state_info[new_game_state].on_init();
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if (game_state >= 0 && game_state < GAME_STATE_MAX)
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{
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state_info[game_state].substate = 0;
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state_info[game_state].on_exit();
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}
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game_state = new_game_state;
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if (new_game_state >= 0 && new_game_state < GAME_STATE_MAX)
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{
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state_info[new_game_state].on_init();
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game_state = new_game_state;
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}
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}
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void jokers_available_to_shop_init()
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@@ -70,7 +70,6 @@ void init()
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// Initialize subsystems
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mmInitDefault((mm_addr)soundbank_bin, 12);
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mmStart(MOD_MAIN_THEME, MM_PLAY_LOOP);
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affine_background_init();
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sprite_init();
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card_init();
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@@ -4,6 +4,8 @@
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#include "graphic_utils.h"
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#include "game.h"
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#include "maxmod.h"
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#include "soundbank.h"
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static const Rect COUNTDOWN_TIMER_RECT = {208, 144, 240, 152};
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static uint timer = 0;
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@@ -35,3 +37,8 @@ void splash_screen_on_update()
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game_change_state(GAME_STATE_MAIN_MENU);
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tte_erase_screen();
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}
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void splash_screen_on_exit()
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{
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mmStart(MOD_MAIN_THEME, MM_PLAY_LOOP);
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}
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