Added move version (...)se_move_rect_1_tile_vert(), switched to use it in down pop-out animations, updated copy version, and removed my POP_MENU_ANIM_RECT UP/DOWN hack
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+11
-12
@@ -120,15 +120,12 @@ static const Rect ROUND_END_MENU_RECT = {9, 7, 24, 21 };
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//static const Rect POP_MENU_ANIM_RECT_SRC = {9, 19, 24, 31 };
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//static const Rect POP_MENU_ANIM_RECT_DEST = {9, 7, 24, 19 };
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static const Rect POP_MENU_ANIM_RECT_DOWN = {9, 6, 24, 31 };
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static const Rect POP_MENU_ANIM_RECT_UP = {9, 7, 24, 31 };
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// The rects for popping menu animations (round end, shop, blinds)
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static const Rect POP_MENU_ANIM_RECT = {9, 7, 24, 31 };
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// The rect for popping menu animations (round end, shop, blinds)
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// - extends beyond the visible screen to the end of the screenblock
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// It includes both the target and source position rects.
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// This is because when popping, the target position is blank so we just animate
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// the whole rect so we don't have to track its position
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//
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// In the down version we include another row above the menu assuming it's blank so it's copied into it
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static const Rect SINGLE_BLIND_SELECT_RECT = {9, 7, 13, 31 };
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@@ -430,7 +427,7 @@ void change_background(int id)
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for (int i = 0; i <= 2; i++)
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{
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_DOWN);
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_DOWN);
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}
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tte_erase_rect_wrapper(HAND_SIZE_RECT_SELECT);
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@@ -1949,7 +1946,7 @@ void game_round_end() // Writing this kind a made me want to kms. If somewone wa
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case 8: // Shift the round end panel back out of view and go to the next state
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{
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sequence_step++;
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_DOWN, SE_DOWN);
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main_bg_se_move_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_DOWN);
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if (sequence_step >= 20)
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{
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@@ -2013,7 +2010,7 @@ void game_shop()
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{
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case 0: // Intro sequence (menu and shop icon coming into frame)
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{
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_UP);
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
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if (timer >= 7) // Shift the shop icon
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{
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@@ -2112,7 +2109,7 @@ void game_shop()
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case 2: // Outro sequence (menu and shop icon going out of frame)
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{
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// Shift the shop panel
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_DOWN, SE_DOWN);
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main_bg_se_move_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_DOWN);
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main_bg_se_copy_rect_1_tile_vert(TOP_LEFT_PANEL_ANIM_RECT, SE_UP);
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@@ -2167,7 +2164,7 @@ void game_blind_select()
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{
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case 0: // Intro sequence (menu coming into frame)
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{
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_UP);
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
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for (int i = 0; i < MAX_BLINDS; i++)
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{
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@@ -2209,7 +2206,7 @@ void game_blind_select()
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for (int i = 0; i < 12; i++)
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{
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_UP);
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
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}
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for (int i = 0; i < MAX_BLINDS; i++)
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@@ -2238,7 +2235,9 @@ void game_blind_select()
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{
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if (timer < 15)
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{
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_DOWN, SE_DOWN);
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Rect blinds_rect = POP_MENU_ANIM_RECT;
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blinds_rect.top -= 1; // Because of the raised blind
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main_bg_se_move_rect_1_tile_vert(blinds_rect, SE_DOWN);
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for (int i = 0; i < MAX_BLINDS; i++)
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{
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