MeirGavish
9b568e8e1a
Moved undefined game state to enum end (more xmacro idiomatic)
2025-10-21 12:50:18 +03:00
MeirGavish
53d2e53d78
Changed music to start after Splash Screen
2025-10-17 13:43:21 +03:00
Drew
3a6e004fc6
Rebase and some PR feedback
2025-10-14 10:44:21 -05:00
Drew
0f154741ed
Renaming a function, fixing a call to memcpy16. Replacing magic numbers with enum values
2025-10-14 10:26:09 -05:00
Drew
fb35397238
Cleanup
2025-10-14 10:20:43 -05:00
Drew
121bbc01d5
Refactored state machine.
...
Added a state info map which keeps track of a particular state's on_init, on_update and on_exit functions.
A few of the on_update functions have sub-states, which create extremely long switch statements.
Not sure if perhaps the best route would be to keep the switch statements but break the cases into individual
functions or if we should keep track of substates. The latter sounds like it could get complicated and really
messy quick. Problem for another day.
2025-10-14 10:20:40 -05:00
MeirGavish
6dce57e197
Merge pull request #145 from pansythoughts/main
...
kind of fixed how game_speed behaves
2025-10-14 13:57:40 +03:00
alex
767e21d5fa
made the lerped temp score expression clearer
2025-10-13 20:26:20 -07:00
Geralt
ce6d2049f8
Update game.h
...
Fix missing `is_joker_present` rename into `is_joker_owned`
2025-10-09 14:52:41 +02:00
MonteCrysto
de7c9d4d60
Add a "get_num_hands_remaining" function and implement the Acrobat Joker
2025-09-30 23:06:13 +02:00
MonteCrysto
c781ee9666
Add a "is_card_face" function to take into account if Pareidolia is present
2025-09-30 22:47:00 +02:00
alex
7bafc260dd
fixed game_speed, now using fixed point and keeping game_speed static
2025-09-22 22:04:51 -07:00
alex
301f5a2a53
kind of fixed how game_speed behaves
2025-09-21 23:49:24 -07:00
alex
6e60cf5970
kind of fixed how game_speed behaves
2025-09-21 23:16:50 -07:00
cellos51
4f1f7cb347
Add splash screen functionality and update game state management
...
- Introduced GAME_SPLASH_SCREEN state in game.h
- Implemented splash_screen_init and splash_screen_update functions in splash_screen.c
- Updated game.c to initialize with GAME_SPLASH_SCREEN and handle splash screen updates
- Removed old splash screen code from main.c
2025-08-24 15:44:45 -04:00
cellos51
53e6156397
Merge branch 'main' of https://github.com/cellos51/balatro-gba into main_menu_and_splash_screen
2025-08-24 13:47:41 -04:00
MeirGavish
7f5ed5433f
Win screen + Game over animation with hand discard
2025-08-21 23:33:51 +03:00
MeirGavish
04515839dc
(Manual conflict res) merged main into ttm/joker-scope-joker-1
2025-08-17 11:03:27 +03:00
MeirGavish
64274ae465
Added joker selling (still no animation) + fixed SpriteObject constructor focused bug
2025-08-16 15:38:34 +03:00
MeirGavish
92fa279059
Refactored jokers stack to be a list (AI used)
2025-08-16 13:18:44 +03:00
MeirGavish
b218d4ac3e
(Manual conflict res) Merge branch 'main' into ttm/joker-scope-joker-1
2025-08-15 10:56:41 +03:00
cellos51
164f58aa1e
Main menu prototype
2025-08-09 21:49:37 -04:00
MeirGavish
fd8e52d48a
Removed magic numbers for card score length and intmax buffer sizes
2025-08-08 01:59:21 +03:00
MeirGavish
5e6d28c663
Fixed stack top bugs in joker_effects.c - e.g. Blackboard activated if just the first card in hand was not spades/clubs
2025-08-08 00:01:36 +03:00
theturtlemafia
0f3d1b3b77
adds walkie-talkie, fibonnaci, banner, mystic summit, blackboard
2025-08-02 13:25:04 -04:00
theturtlemafia
174050d813
add fist, parking, business card, scholar, scary face, abstact, bull, smiley, even, odd jokers
2025-08-02 13:25:04 -04:00
theturtlemafia
ee0591562f
add blue joker
2025-08-02 13:25:04 -04:00
theturtlemafia
dbff88add0
Adds XMult, Joker Stencil and Misprint (rebase)
2025-08-01 18:35:31 -04:00
theturtlemafia
a72458c2c3
adds jokers 6-16. Extract hand type detection logic from hand_get_type to be used by jokers as well
2025-07-28 18:27:48 -04:00
cellos51
c8893c806c
Added @GreenNinja2525's replacement deck icon. Added play hand and discard buttons and changed keybindings.
2025-07-22 01:42:31 -04:00
cellos51
414bfa2a32
Semi functional jokers
2025-07-20 20:55:11 -04:00
cellos51
c06b179764
really bad purchasing system for jokers
2025-07-18 20:25:12 -04:00
cellos51
176910c483
Jokers appear in the shop but don't do anything yet
2025-07-18 19:29:17 -04:00
cellos51
e1c1d68694
basic implementation of blind select screen
2025-07-09 21:37:49 -04:00
MeirGavish
b822d2b365
Moved code to new graphic_utils.c/.h header and added Rect wrapper struct
2025-07-09 04:59:19 +03:00
MeirGavish
2aaee73bac
Replaced round end menu hack with clear rect function
2025-07-09 04:11:55 +03:00
MeirGavish
2a92b3ecaa
Added SBB and CBB defines for SE/tile bases to remove their magic numbers
2025-07-09 00:40:59 +03:00
cellos51
a56bba2c0e
implemented shop screen after round end
2025-07-05 19:34:48 -04:00
expected-ingot
c8f2e96572
GAME_LOSE state
2025-06-30 14:16:07 +02:00
expected-ingot
de6060eee3
Merge branch 'main' of https://github.com/cellos51/balatro-gba
2025-06-30 01:03:09 +02:00
expected-ingot
de87271199
Fixed FRAMES macro to use ceil division
2025-06-30 00:55:55 +02:00
expected-ingot
caf8c96c87
basic gamespeed implementation
2025-06-29 18:51:22 +02:00
MeirGavish
8bbe707dab
refactor - removed some magic numbers
2025-06-29 11:58:54 +03:00
cellos51
2df498e035
Slight refactor and fixed cards being improperly selected when played and not sorted by rank (probably 💀 )
2025-06-26 17:27:14 -04:00
cellos51
af43a91f19
moved all logic from card.c to game.c for future optimization
2025-06-26 00:20:46 -04:00
cellos51
c06aad7b26
Still some jank stuff right now but i think the whole sorta round functionality has been more or less finished
2025-06-23 18:57:51 -04:00
cellos51
cac321a325
first commit
2025-01-31 17:42:09 -05:00