Added the ability to discard cards in a hand and other various changes.

This commit is contained in:
cellos51
2025-02-08 22:27:05 -05:00
parent cac321a325
commit edfa358e35
9 changed files with 244 additions and 58 deletions
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Before

Width:  |  Height:  |  Size: 5.9 KiB

After

Width:  |  Height:  |  Size: 6.1 KiB

+19 -2
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@@ -26,6 +26,16 @@
#define KING 11 #define KING 11
#define ACE 12 #define ACE 12
// Hand states
enum HandState
{
HAND_DRAW,
HAND_SELECT,
HAND_PLAY,
HAND_DISCARD
};
// Card types
typedef struct typedef struct
{ {
u8 suit; u8 suit;
@@ -52,11 +62,18 @@ void card_object_destroy(CardObject **card_object);
// Card functions // Card functions
void card_init(); void card_init();
void card_update(); void card_update();
void card_draw();
// Hand functions // Hand functions
void hand_index(int index); // This makes the card at the given index the one that's being looked at void hand_set_focus(int index); // This makes the card at the given index the one that's being looked at
int hand_get_focus(); // This gets the index of the card that's being looked at
void hand_select(); // This lets the player select the card they're looking at for the next action void hand_select(); // This lets the player select the card they're looking at for the next action
void hand_change_sort(); // This sorts the hand by suit or rank void hand_change_sort(); // This sorts the hand by suit or rank
void hand_discard(); // This discards the selected cards
int hand_get_size(); // This gets the size of the hand
int hand_get_max_size(); // This gets the maximum size of the hand (this doesn't get the array max, it gets the total amount of cards that you have)
// Deck functions
int deck_get_size(); // This gets the size of the deck
int deck_get_max_size(); // This gets the maximum size of the deck (this doesn't get the array max, it gets the total amount of cards that you have)
#endif // CARD_H #endif // CARD_H
+203 -36
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@@ -8,6 +8,7 @@
#define MAX_HAND_SIZE 16 #define MAX_HAND_SIZE 16
#define MAX_DECK_SIZE 52 #define MAX_DECK_SIZE 52
#define MAX_SELECTION_SIZE 5
// Card sprites lookup table. First index is the suit, second index is the rank. The value is the tile index. // Card sprites lookup table. First index is the suit, second index is the rank. The value is the tile index.
const static u16 card_sprite_lut[4][13] = { const static u16 card_sprite_lut[4][13] = {
@@ -17,13 +18,20 @@ const static u16 card_sprite_lut[4][13] = {
{624, 640, 656, 672, 688, 704, 720, 736, 752, 768, 784, 800, 816} {624, 640, 656, 672, 688, 704, 720, 736, 752, 768, 784, 800, 816}
}; };
static enum HandState hand_state = HAND_DRAW;
static CardObject *played[MAX_SELECTION_SIZE] = {NULL};
static CardObject *hand[MAX_HAND_SIZE] = {NULL}; static CardObject *hand[MAX_HAND_SIZE] = {NULL};
static Card *deck[MAX_DECK_SIZE] = {NULL}; static Card *deck[MAX_DECK_SIZE] = {NULL};
static int deck_top = -1; static int played_top = -1;
static int hand_top = -1; static int hand_top = -1;
static int deck_top = -1;
static int hand_size = 8; // Default hand size is 8
static int cards_drawn = 0;
static int hand_selections = 0;
static int hand_size = 8;
static int card_focused = 0; static int card_focused = 0;
static bool sort_by_suit = false; static bool sort_by_suit = false;
@@ -62,7 +70,7 @@ static inline void sort_cards()
} }
} }
// Update the sprites in the hand by destroying them and creating new ones in the correct order. // Update the sprites in the hand by destroying them and creating new ones in the correct order
// (This is feels like a diabolical solution but like literally how else would you do this) // (This is feels like a diabolical solution but like literally how else would you do this)
for (int i = 0; i <= hand_top; i++) for (int i = 0; i <= hand_top; i++)
{ {
@@ -77,18 +85,32 @@ static inline void sort_cards()
if (hand[i] != NULL) if (hand[i] != NULL)
{ {
hand[i]->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, card_sprite_lut[hand[i]->card->suit][hand[i]->card->rank], 0, i); hand[i]->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, card_sprite_lut[hand[i]->card->suit][hand[i]->card->rank], 0, i);
sprite_position(hand[i]->sprite, fx2int(hand[i]->x), fx2int(hand[i]->y));
} }
} }
} }
// Deck private functions // Played stack
void deck_push(Card *card) inline void played_push(CardObject *card_object)
{
if (played_top >= MAX_SELECTION_SIZE - 1) return;
played[++played_top] = card_object;
}
inline CardObject *played_pop()
{
if (played_top < 0) return NULL;
return played[played_top--];
}
// Deck stack
inline void deck_push(Card *card)
{ {
if (deck_top >= MAX_DECK_SIZE - 1) return; if (deck_top >= MAX_DECK_SIZE - 1) return;
deck[++deck_top] = card; deck[++deck_top] = card;
} }
Card *deck_pop() inline Card *deck_pop()
{ {
if (deck_top < 0) return NULL; if (deck_top < 0) return NULL;
return deck[deck_top--]; return deck[deck_top--];
@@ -131,8 +153,8 @@ CardObject *card_object_new(Card *card)
void card_object_destroy(CardObject **card_object) void card_object_destroy(CardObject **card_object)
{ {
if (*card_object == NULL) return; if (*card_object == NULL) return;
card_destroy(&(*card_object)->card);
sprite_destroy(&(*card_object)->sprite); sprite_destroy(&(*card_object)->sprite);
card_destroy(&(*card_object)->card);
free(*card_object); free(*card_object);
*card_object = NULL; *card_object = NULL;
} }
@@ -142,9 +164,9 @@ void card_draw()
if (deck_top < 0 || hand_top >= hand_size - 1 || hand_top >= MAX_HAND_SIZE - 1) return; if (deck_top < 0 || hand_top >= hand_size - 1 || hand_top >= MAX_HAND_SIZE - 1) return;
CardObject *card_object = card_object_new(deck_pop()); CardObject *card_object = card_object_new(deck_pop());
static const FIXED deck_x = 208 << FIX_SHIFT; const FIXED deck_x = int2fx(208);
static const FIXED deck_y = 110 << FIX_SHIFT; const FIXED deck_y = int2fx(110);
card_object->x = deck_x; card_object->x = deck_x;
card_object->y = deck_y; card_object->y = deck_y;
@@ -154,8 +176,8 @@ void card_draw()
// Sort the hand after drawing a card // Sort the hand after drawing a card
sort_cards(); sort_cards();
static mm_sound_effect sfx_draw = {{ SFX_DRAW }, (int)(1.0f * (1<<10)), 0, 255, 128,}; const int pitch_lut[MAX_HAND_SIZE] = {1024, 1048, 1072, 1096, 1120, 1144, 1168, 1192, 1216, 1240, 1264, 1288, 1312, 1336, 1360, 1384};
mm_sound_effect sfx_draw = {{SFX_CARD_DRAW}, pitch_lut[cards_drawn], 0, 255, 128,};
mmEffectEx(&sfx_draw); mmEffectEx(&sfx_draw);
} }
@@ -184,40 +206,132 @@ void card_init()
void card_update() // This whole function is currently pretty unoptimized due to the fixed point math, but that can be fixed later with a LUT void card_update() // This whole function is currently pretty unoptimized due to the fixed point math, but that can be fixed later with a LUT
{ {
const int update_frame = 10; // This is the number of frames between each card event
static int timer = 0;
if (hand_state == HAND_DRAW && cards_drawn < hand_size)
{
if (timer % update_frame == 0) // Draw a card every 10 frames
{
cards_drawn++;
card_draw();
}
timer++;
}
else if (hand_state == HAND_DRAW)
{
hand_state = HAND_SELECT; // Change the hand state to select after drawing all the cards
cards_drawn = 0;
timer = 0;
}
bool discarded_card = false;
for (int i = 0; i < MAX_HAND_SIZE; i++) for (int i = 0; i < MAX_HAND_SIZE; i++)
{ {
if (hand[i] != NULL) if (hand[i] != NULL)
{ {
static const int spacing_lut[MAX_HAND_SIZE] = {28, 28, 28, 28, 27, 21, 18, 15, 13, 12, 10, 9, 9, 8, 8, 7}; // This is a stupid way to do this but I don't care const int spacing_lut[MAX_HAND_SIZE] = {28, 28, 28, 28, 27, 21, 18, 15, 13, 12, 10, 9, 9, 8, 8, 7}; // This is a stupid way to do this but I don't care
static const FIXED hand_x = 120 << FIX_SHIFT;
static const FIXED hand_y = 90 << FIX_SHIFT; FIXED hand_x = int2fx(120);
FIXED hand_y = int2fx(90);
FIXED hand_y_offset = hand_y; switch (hand_state)
{
case HAND_DRAW:
hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top];
break;
case HAND_SELECT:
if (i == card_focused && !hand[i]->selected)
{
hand_y -= (10 << FIX_SHIFT);
}
else if (i != card_focused && hand[i]->selected)
{
hand_y -= (15 << FIX_SHIFT);
}
else if (i == card_focused && hand[i]->selected)
{
hand_y -= (20 << FIX_SHIFT);
}
if (i == card_focused && !hand[i]->selected) if (i != card_focused && hand[i]->y > hand_y)
{ {
hand_y_offset -= (10 << FIX_SHIFT); hand[i]->y = hand_y;
} hand[i]->vy = 0;
else if (i != card_focused && hand[i]->selected) }
{
hand_y_offset -= (15 << FIX_SHIFT); hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top]; // TODO: Change this later to reference a 2D LUT of positions
} break;
else if (i == card_focused && hand[i]->selected) case HAND_DISCARD: // TODO: Add sound
{ static bool sound_played = false;
hand_y_offset -= (20 << FIX_SHIFT);
if (hand[i]->selected)
{
if (!discarded_card)
{
hand_x = int2fx(240);
hand_y = int2fx(70);
if (hand[i]->x >= hand_x)
{
card_object_destroy(&hand[i]);
sort_cards();
hand_top--;
cards_drawn++; // This technically isn't drawing cards, I'm just reusing the variable
sound_played = false;
}
if (!sound_played)
{
const int pitch_lut[MAX_SELECTION_SIZE] = {1024, 960, 896, 832, 768};
mm_sound_effect sfx_draw = {{SFX_CARD_DRAW}, pitch_lut[cards_drawn], 0, 255, 128,};
mmEffectEx(&sfx_draw);
sound_played = true;
}
discarded_card = true;
}
else
{
hand_y -= (15 << FIX_SHIFT);
hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top];
}
}
else
{
hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top];
}
if (i == hand_top && discarded_card == false)
{
hand_state = HAND_DRAW;
sound_played = false;
cards_drawn = 0;
hand_selections = 0;
timer = 0;
}
timer++;
break;
case HAND_PLAY:
break;
} }
hand[i]->vx += (hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top] - hand[i]->x) / 8; // TODO: Change this later to reference a 2D LUT of positions hand[i]->vx += (hand_x - hand[i]->x) / 8;
hand[i]->vy += (hand_y_offset - hand[i]->y) / 8; hand[i]->vy += (hand_y - hand[i]->y) / 8;
// set velocity to 0 if it's close enough to the target // set velocity to 0 if it's close enough to the target
if (hand[i]->vx < float2fx(0.01f) && hand[i]->vx > float2fx(-0.01f) && hand[i]->vy < float2fx(0.01f) && hand[i]->vy > float2fx(-0.01f)) const float epsilon = float2fx(0.01f);
if (hand[i]->vx < epsilon && hand[i]->vx > -epsilon && hand[i]->vy < epsilon && hand[i]->vy > -epsilon)
{ {
hand[i]->vx = 0; hand[i]->vx = 0;
hand[i]->vy = 0; hand[i]->vy = 0;
hand[i]->x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top]; hand[i]->x = hand_x;
hand[i]->y = hand_y_offset; hand[i]->y = hand_y;
} }
else else
{ {
@@ -227,7 +341,7 @@ void card_update() // This whole function is currently pretty unoptimized due to
hand[i]->x += hand[i]->vx; hand[i]->x += hand[i]->vx;
hand[i]->y += hand[i]->vy; hand[i]->y += hand[i]->vy;
} }
obj_aff_rotate(hand[i]->sprite->aff, -hand[i]->vx); obj_aff_rotate(hand[i]->sprite->aff, -hand[i]->vx);
sprite_position(hand[i]->sprite, fx2int(hand[i]->x), fx2int(hand[i]->y)); sprite_position(hand[i]->sprite, fx2int(hand[i]->x), fx2int(hand[i]->y));
} }
@@ -235,20 +349,73 @@ void card_update() // This whole function is currently pretty unoptimized due to
} }
// Hand functions // Hand functions
void hand_index(int index) void hand_set_focus(int index)
{ {
if (index < 0 || index > hand_top) return; if (index < 0 || index > hand_top) return;
card_focused = index; card_focused = index;
mm_sound_effect sfx_focus = {{SFX_CARD_FOCUS}, 1024 + rand() % 512, 0, 255, 128,};
mmEffectEx(&sfx_focus);
}
int hand_get_focus()
{
return card_focused;
} }
void hand_select() void hand_select()
{ {
if (hand[card_focused] == NULL) return; if (hand_state != HAND_SELECT || hand[card_focused] == NULL) return;
hand[card_focused]->selected = !hand[card_focused]->selected;
if (hand[card_focused]->selected)
{
hand[card_focused]->selected = false;
hand_selections--;
mm_sound_effect sfx_select = {{SFX_CARD_SELECT}, 1024, 0, 255, 128,};
mmEffectEx(&sfx_select);
}
else if (hand_selections < MAX_SELECTION_SIZE)
{
hand[card_focused]->selected = true;
hand_selections++;
mm_sound_effect sfx_deselect = {{SFX_CARD_DESELECT}, 1024, 0, 255, 128,};
mmEffectEx(&sfx_deselect);
}
} }
void hand_change_sort() void hand_change_sort()
{ {
sort_by_suit = !sort_by_suit; sort_by_suit = !sort_by_suit;
sort_cards(); sort_cards();
}
void hand_discard()
{
if (hand_state != HAND_SELECT) return;
hand_state = HAND_DISCARD;
card_focused = 0;
}
int hand_get_size()
{
return hand_top + 1;
}
int hand_get_max_size()
{
return hand_size;
}
// Deck functions
int deck_get_size()
{
return deck_top + 1;
}
int deck_get_max_size()
{
return MAX_DECK_SIZE; // This shouldn't be the array max size, it should be the total amount of cards that you have but I can't do that until I implement a way for discarded cards to still be stored in ram
} }
+13 -15
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@@ -3,6 +3,7 @@
#include <maxmod.h> #include <maxmod.h>
#include <tonc.h> #include <tonc.h>
#include <string.h> #include <string.h>
#include <stdlib.h>
#include "sprite.h" #include "sprite.h"
#include "card.h" #include "card.h"
@@ -14,24 +15,13 @@ void game_init()
void game_update() void game_update()
{ {
static int timer = 0;
timer++;
if (timer % 12 == 0)
{
card_draw();
}
static int hand_index_selected = 0;
if (key_hit(KEY_LEFT)) if (key_hit(KEY_LEFT))
{ {
hand_index_selected++; hand_set_focus(hand_get_focus() + 1); // The reason why this adds 1 is because the hand is drawn from right to left. There is no particular reason for this, it's just how I did it.
hand_index(hand_index_selected);
} }
if (key_hit(KEY_RIGHT)) else if (key_hit(KEY_RIGHT))
{ {
hand_index_selected--; hand_set_focus(hand_get_focus() - 1);
hand_index(hand_index_selected);
} }
if (key_hit(KEY_A)) if (key_hit(KEY_A))
@@ -39,8 +29,16 @@ void game_update()
hand_select(); hand_select();
} }
if (key_hit(KEY_SELECT)) if (key_hit(KEY_B))
{ {
hand_change_sort(); hand_change_sort();
} }
if (key_hit(KEY_SELECT))
{
hand_discard();
}
tte_printf("#{es; P:128,130}%d/%d", hand_get_size(), hand_get_max_size());
tte_printf("#{P:200,155}%d/%d", deck_get_size(), deck_get_max_size());
} }
+9 -5
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@@ -1,6 +1,5 @@
#include <tonc.h> #include <tonc.h>
#include <maxmod.h> #include <maxmod.h>
#include <string.h> #include <string.h>
#include "sprite.h" #include "sprite.h"
@@ -17,16 +16,21 @@
void init() void init()
{ {
// Initialize Maxmod
irq_init(NULL); irq_init(NULL);
irq_add(II_VBLANK, mmVBlank); irq_add(II_VBLANK, mmVBlank);
mmInitDefault((mm_addr)soundbank_bin, 8); // Initialize maxmod
mmInitDefault((mm_addr)soundbank_bin, 12);
mmStart(MOD_MAIN_THEME, MM_PLAY_LOOP); mmStart(MOD_MAIN_THEME, MM_PLAY_LOOP);
// Initialize text engine
tte_init_se(1, BG_CBB(1) | BG_SBB(31) | BG_8BPP, 0, CLR_WHITE, 11, NULL, NULL);
tte_init_con();
// Set up the video mode // Set up the video mode
REG_DISPCNT = DCNT_MODE0 | DCNT_BG0 | DCNT_OBJ_1D | DCNT_OBJ; REG_DISPCNT = DCNT_MODE0 | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG1 | DCNT_OBJ;
REG_BG0CNT = BG_CBB(0) | BG_SBB(30) | BG_8BPP | BG_REG_64x32; REG_BG0CNT = BG_PRIO(1) | BG_CBB(0) | BG_SBB(30) | BG_8BPP | BG_REG_64x32;
REG_BG1CNT = BG_PRIO(0) | BG_CBB(1) | BG_SBB(31) | BG_8BPP;
// Load the tiles and palette // Load the tiles and palette
memcpy(pal_bg_mem, background_gfxPal, background_gfxPalLen); memcpy(pal_bg_mem, background_gfxPal, background_gfxPalLen);