Files
balatro-gba-chinese-jocker-…/source/sprite.c
T
Rickey Fehr 16059ab632 Update for PR
Readd sprite tracker to not reuse indices
check for capacity when returning pool entries
Update script for printing memory map
2025-10-17 16:55:09 -07:00

273 lines
7.3 KiB
C

#include "game.h"
#include "sprite.h"
#include "util.h"
#include "audio_utils.h"
#include "soundbank.h"
#include "pool.h"
#include <tonc.h>
#include <stdlib.h>
#include <maxmod.h>
#define MAX_AFFINES 32
#define SPRITE_FOCUS_RAISE_PX 10
OBJ_ATTR obj_buffer[MAX_SPRITES];
OBJ_AFFINE *obj_aff_buffer = (OBJ_AFFINE*)obj_buffer;
typedef struct
{
bool used;
Sprite* p_sprite;
} _UsedSprite;
static bool free_affines[MAX_AFFINES] = {false};
static _UsedSprite free_sprites[MAX_SPRITES] = {{0}};
// Sprite methods
Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index)
{
if(free_sprites[sprite_index].used)
{
return free_sprites[sprite_index].p_sprite;
}
Sprite* sprite = POOL_GET(Sprite);
sprite->obj = NULL;
sprite->aff = NULL;
if (a0 & ATTR0_AFF)
{
int aff_index = MAX_AFFINES;
for(int i = 0; i < MAX_AFFINES; i++)
{
if(!free_affines[i])
{
free_affines[i] = true;
aff_index = i;
break;
}
}
if (aff_index == MAX_AFFINES)
{
POOL_FREE(Sprite, sprite);
return NULL;
}
a1 = a1 | ATTR1_AFF_ID(aff_index);
sprite->obj = &obj_buffer[sprite_index];
sprite->aff = &obj_aff_buffer[aff_index];
obj_set_attr(sprite->obj, a0, a1, ATTR2_PALBANK(pb) | tid);
obj_aff_identity(&obj_aff_buffer[aff_index]);
}
else
{
sprite->obj = &obj_buffer[sprite_index];
obj_set_attr(sprite->obj, a0, a1, ATTR2_PALBANK(pb) | tid);
}
free_sprites[sprite_index].used = true;
free_sprites[sprite_index].p_sprite = sprite;
sprite->idx = sprite_index;
return sprite;
}
void sprite_destroy(Sprite **sprite)
{
if (*sprite == NULL) return;
obj_hide((*sprite)->obj);
if ((*sprite)->aff != NULL)
{
free_affines[(*sprite)->aff - obj_aff_buffer] = false;
}
free_sprites[(*sprite)->idx].used = false;
free_sprites[(*sprite)->idx].p_sprite = NULL;
POOL_FREE(Sprite, *sprite);
*sprite = NULL;
}
int sprite_get_layer(Sprite *sprite)
{
if (sprite == NULL || sprite->obj == NULL) return -1;
return sprite->obj - obj_buffer;
}
// Sprite functions
void sprite_init()
{
oam_init(obj_buffer, MAX_SPRITES);
}
void sprite_draw()
{
obj_aff_copy(obj_aff_mem, obj_aff_buffer, MAX_AFFINES);
oam_copy(oam_mem, obj_buffer, MAX_SPRITES);
}
int sprite_get_pb(const Sprite *sprite)
{
if (sprite == NULL)
{
return UNDEFINED;
}
return (sprite->obj->attr2 & ATTR2_PALBANK_MASK) >> ATTR2_PALBANK_SHIFT;
}
// SpriteObject methods
SpriteObject* sprite_object_new()
{
SpriteObject* sprite_object = POOL_GET(SpriteObject);
sprite_object->sprite = NULL;
sprite_object_reset_transform(sprite_object);
sprite_object->selected = false;
sprite_object->focused = false;
return sprite_object;
}
void sprite_object_destroy(SpriteObject** sprite_object)
{
if (*sprite_object == NULL) return;
sprite_destroy(&(*sprite_object)->sprite);
POOL_FREE(SpriteObject, *sprite_object);
*sprite_object = NULL;
}
void sprite_object_set_sprite(SpriteObject* sprite_object, Sprite* sprite)
{
if (sprite_object == NULL)
return;
sprite_destroy(&sprite_object->sprite); // Destroy the old sprite if it exists
sprite_object->sprite = sprite;
}
void sprite_object_reset_transform(SpriteObject* sprite_object)
{
sprite_object->tx = 0; // Target position
sprite_object->ty = 0;
sprite_object->x = 0;
sprite_object->y = 0;
sprite_object->vx = 0;
sprite_object->vy = 0;
sprite_object->tscale = FIX_ONE; // Target scale
sprite_object->scale = FIX_ONE;
sprite_object->vscale = 0;
sprite_object->trotation = 0; // Target rotation
sprite_object->rotation = 0;
sprite_object->vrotation = 0;
}
void sprite_object_update(SpriteObject* sprite_object)
{
sprite_object->vx += ((sprite_object->tx - sprite_object->x) * get_game_speed()) / 8;
sprite_object->vy += ((sprite_object->ty - sprite_object->y) * get_game_speed()) / 8;
sprite_object->vscale += (sprite_object->tscale - sprite_object->scale) / 8; // Scale up the card when it's played
sprite_object->vrotation += (sprite_object->trotation - sprite_object->rotation) / 8; // Rotate the card when it's played
// set velocity to 0 if it's close enough to the target
const FIXED epsilon = float2fx(0.01f);
if (sprite_object->vx < epsilon && sprite_object->vx > -epsilon && sprite_object->vy < epsilon && sprite_object->vy > -epsilon)
{
sprite_object->vx = 0;
sprite_object->vy = 0;
sprite_object->x = sprite_object->tx;
sprite_object->y = sprite_object->ty;
}
else
{
sprite_object->vx = (sprite_object->vx * 7) / 10;
sprite_object->vy = (sprite_object->vy * 7) / 10;
sprite_object->x += sprite_object->vx;
sprite_object->y += sprite_object->vy;
}
// Set scale to 0 if it's close enough to the target
if (sprite_object->vscale < epsilon && sprite_object->vscale > -epsilon)
{
sprite_object->vscale = 0;
sprite_object->scale = sprite_object->tscale; // Set the scale to the target scale
}
else
{
sprite_object->vscale = (sprite_object->vscale * 7) / 10;
sprite_object->scale += sprite_object->vscale;
}
// Set rotation to 0 if it's close enough to the target
if (sprite_object->vrotation < epsilon && sprite_object->vrotation > -epsilon)
{
sprite_object->vrotation = 0;
sprite_object->rotation = sprite_object->trotation; // Set the rotation to the target rotation
}
else
{
sprite_object->vrotation = (sprite_object->vrotation * 7) / 10;
sprite_object->rotation += sprite_object->vrotation;
}
obj_aff_rotscale(sprite_object->sprite->aff, sprite_object->scale, sprite_object->scale, -sprite_object->vx + sprite_object->rotation); // Apply rotation and scale to the sprite
sprite_position(sprite_object->sprite, fx2int(sprite_object->x), fx2int(sprite_object->y));
}
void sprite_object_shake(SpriteObject* sprite_object, mm_word sound_id)
{
sprite_object->vscale = float2fx(0.3f);
sprite_object->vrotation = float2fx(8.0f); //Rotate the card when it's scored
if (sound_id == UNDEFINED) return; // If no sound ID is provided, do nothing
play_sfx(sound_id, MM_BASE_PITCH_RATE);
}
void sprite_object_set_selected(SpriteObject* sprite_object, bool selected)
{
if (sprite_object == NULL)
return;
sprite_object->selected = selected;
}
bool sprite_object_is_selected(SpriteObject* sprite_object)
{
if (sprite_object == NULL)
return false;
return sprite_object->selected;
}
Sprite* sprite_object_get_sprite(SpriteObject* sprite_object)
{
if (sprite_object == NULL)
return NULL;
return sprite_object->sprite;
}
void sprite_object_set_focus(SpriteObject* sprite_object, bool focus)
{
if (sprite_object->focused == focus)
{
return;
}
sprite_object->focused = focus;
play_sfx(SFX_CARD_FOCUS , MM_BASE_PITCH_RATE + rand() % 512);
sprite_object->ty = sprite_object->ty + int2fx((focus ? -1 : 1) * SPRITE_FOCUS_RAISE_PX);
}
bool sprite_object_is_focused(SpriteObject* sprite_object)
{
return sprite_object->focused;
}