#include "card.h" #include #include #include "deck_gfx.h" #include "graphic_utils.h" // Audio #include "soundbank.h" // 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[NUM_SUITS][NUM_RANKS] = { {0, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192}, {208, 224, 240, 256, 272, 288, 304, 320, 336, 352, 368, 384, 400}, {416, 432, 448, 464, 480, 496, 512, 528, 544, 560, 576, 592, 608}, {624, 640, 656, 672, 688, 704, 720, 736, 752, 768, 784, 800, 816} }; void card_init() { GRIT_CPY(&pal_obj_mem[CARD_PB], deck_gfxPal); } // Card methods Card *card_new(u8 suit, u8 rank) { Card *card = malloc(sizeof(Card)); card->suit = suit; card->rank = rank; return card; } void card_destroy(Card **card) { if (*card == NULL) return; free(*card); *card = NULL; } u8 card_get_value(Card *card) { if (card->rank == JACK || card->rank == QUEEN || card->rank == KING) { return 10; // Face cards are worth 10 } else if (card->rank == ACE) { return 11; // Ace is worth 11 } else { return card->rank + RANK_OFFSET; // 2-10 are worth their rank + RANK_OFFSET } return 0; // Should never reach here, but just in case } // CardObject methods CardObject *card_object_new(Card *card) { CardObject *card_object = malloc(sizeof(CardObject)); card_object->card = card; card_object->sprite_object = sprite_object_new(); return card_object; } void card_object_destroy(CardObject **card_object) { if (*card_object == NULL) return; sprite_object_destroy(&((*card_object)->sprite_object)); //card_destroy(&(*card_object)->card); // In practice, this is unnecessary because the card will be inserted into the discard pile and then back into the deck. If you need to destroy the card, you can do it manually before calling this function. free(*card_object); *card_object = NULL; } void card_object_update(CardObject* card_object) { if (card_object == NULL) return; sprite_object_update(card_object->sprite_object); } void card_object_set_sprite(CardObject *card_object, int layer) { int tile_index = CARD_TID + (layer * CARD_SPRITE_OFFSET); memcpy32(&tile_mem[4][tile_index], &deck_gfxTiles[card_sprite_lut[card_object->card->suit][card_object->card->rank] * TILE_SIZE], TILE_SIZE * CARD_SPRITE_OFFSET); sprite_object_set_sprite(card_object->sprite_object, sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, tile_index, 0, layer + CARD_STARTING_LAYER)); } void card_object_shake(CardObject* card_object, mm_word sound_id) { sprite_object_shake(card_object->sprite_object, sound_id); } void card_object_set_selected(CardObject* card_object, bool selected) { if (card_object == NULL) return; sprite_object_set_selected(card_object->sprite_object, selected); } bool card_object_is_selected(CardObject* card_object) { if (card_object == NULL) return false; return sprite_object_is_selected(card_object->sprite_object); } Sprite* card_object_get_sprite(CardObject* card_object) { if (card_object == NULL) return NULL; return sprite_object_get_sprite(card_object->sprite_object); }