Files
balatro-gba-chinese-jocker-…/include/card.h
T
Rickey 221b6d77c0 Add option to enable a more readable deck, suggestion by @Turro75 (#495) (#511)
* Options menu revamp

* Implement readable card sprites

* redraw characters to fix the original style

* clang format

* remove usage of UNDEFINED (-1) for unsigned values

* typo

* change save fix for something cleaner

* remove dependency to game_variables.h from card.c

* Make the palette look less silly ^^'

* Address @ricfehr3's comments

* clang format

* quick rename

* clang format

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Co-authored-by: Geralt <84459734+MathisMartin31@users.noreply.github.com>
Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
Co-authored-by: Turro75 <valerio.turrini@gmail.com>
2026-05-25 11:11:33 -07:00

84 lines
1.9 KiB
C

#ifndef CARD_H
#define CARD_H
#include "sprite.h"
#include <maxmod.h>
#include <tonc.h>
#define MAX_CARDS (NUM_SUITS * NUM_RANKS)
#define MAX_CARDS_ON_SCREEN 16
#define CARD_TID 0
#define CARD_SPRITE_OFFSET 16
#define CARD_PB 0
#define CARD_STARTING_LAYER 0
// Card suits
#define DIAMONDS 0
#define CLUBS 1
#define HEARTS 2
#define SPADES 3
#define NUM_SUITS 4
// Card ranks
#define TWO 0
#define THREE 1
#define FOUR 2
#define FIVE 3
#define SIX 4
#define SEVEN 5
#define EIGHT 6
#define NINE 7
#define TEN 8
#define JACK 9
#define QUEEN 10
#define KING 11
#define ACE 12
#define NUM_RANKS 13
#define RANK_OFFSET 2 // Because the first rank is 2 and ranks start at 0
#define IMPOSSIBLY_HIGH_CARD_VALUE 100
// Card sprites
#define DEFAULT_HIGH_CONTRAST false
#define DEFAULT_MORE_READABLE false
// Card types
typedef struct Card
{
u8 suit;
u8 rank;
} Card;
typedef struct CardObject
{
Card* card;
SpriteObject* sprite_object;
bool selected;
} CardObject;
// Card sprites accessibility functions
void set_cards_high_contrast(bool enable);
void set_cards_more_readable(bool enable);
bool get_cards_high_contrast(void);
bool get_cards_more_readable(void);
// Card methods
Card* card_new(u8 suit, u8 rank);
void card_destroy(Card** card);
u8 card_get_value(Card* card);
// CardObject methods
CardObject* card_object_new(Card* card);
void card_object_destroy(CardObject** card_object);
void card_object_update(CardObject* card_object); // Update the card object position and scale
void card_object_set_sprite(CardObject* card_object, int layer);
void card_object_shake(CardObject* card_object, mm_word sound_id);
void card_object_set_selected(CardObject* card_object, bool selected);
bool card_object_is_selected(CardObject* card_object);
Sprite* card_object_get_sprite(CardObject* card_object);
#endif // CARD_H