Files
balatro-gba-chinese-jocker-…/source/card.c
T
Geralt 1df8402900 [Feature] Implement seeded runs by adding a Seed selection menu (#482)
* initial commit

* wip

* WIP

* WIP

* clang format

* Choose Seed navigation mostly done

* seed input navigation done

* seed input done

* cleanup and clang format

* Implement base 10 to 36 conversions

* Enable seeded runs

* clang format

* show default deck sprite, name and description

* Rename Deck enum to DeckType

* Implement arbitrary 9-patch expand system

* Make 9-patch example smaller in the docs

* Improve NinePatchRect docs

* fix Deck back side sprite palette

* clang format

* Add last deck description

* clang format

* Fix 'Z' in seed input keyboard

* Fix rebase issue

* fix deck sprite not updating

* Documents static funcs in run_setup.c

* more documentation

* clang format

* Move Play button to the left in its row

* Tests WIP

* removing tests for random.h

* use the new StateMachine struct

* First wave of fixes

* Fix the 9-patch again

* Changed the base 36 logic so it's in big endian

* properly set end of base 36 string to '\0'

* typos

* fix cursor position after rolling a seed + fix random seed generation

* Make keyboard more intuitive to use

* static const var

* Address more comment from @ricfehr3

* clang format

* clang format

* clang format

* clang format

* clang format

* clang format

* clang format

* fix deck palette

* create the `DEF_SEED_KEYBOARD_BUTTON_OBJECT` macro

* Replace `expand_3x3` by a call to `expand_9-patch`

* clang format

* clang format

* clang format

* fix rebase iussue in state_machine.h

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
2026-06-02 00:06:37 -07:00

190 lines
4.7 KiB
C

#include "card.h"
#include "graphic_utils.h"
#include <maxmod.h>
#include <stdlib.h>
// Audio
#include "pool.h"
#include "soundbank.h"
// Card Sprites and Palettes
#include "deck_big_gfx.h"
#include "deck_gfx.h"
#include "decks_face_down_gfx.h"
#include "high_contrast_deck_pal_gfx.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}
};
// Deck sprites lookup table. Index is the deck Id. The value is the tile index.
const static u16 _deck_sprite_lut[DECK_TYPE_MAX] = {0, 16, 32, 48, 64, 80};
bool high_contrast = DEFAULT_HIGH_CONTRAST;
bool more_readable = DEFAULT_MORE_READABLE;
void card_init()
{
GRIT_CPY(&pal_obj_mem[DECK_SPRITES_PB * PAL_ROW_LEN], decks_face_down_gfxPal);
}
void set_cards_high_contrast(bool enable)
{
high_contrast = enable;
if (high_contrast)
{
GRIT_CPY(&pal_obj_mem[CARD_PB * PAL_ROW_LEN], high_contrast_deck_pal_gfxPal);
}
else
{
GRIT_CPY(&pal_obj_mem[CARD_PB * PAL_ROW_LEN], deck_gfxPal);
}
}
void set_cards_more_readable(bool enable)
{
more_readable = enable;
}
bool get_cards_high_contrast(void)
{
return high_contrast;
}
bool get_cards_more_readable(void)
{
return more_readable;
}
// Card methods
Card* card_new(u8 suit, u8 rank)
{
Card* card = POOL_GET(Card);
card->suit = suit;
card->rank = rank;
return card;
}
void card_destroy(Card** card)
{
POOL_FREE(Card, *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 = POOL_GET(CardObject);
card_object->card = card;
card_object->sprite_object = sprite_object_new();
card_object->selected = false;
return card_object;
}
void card_object_destroy(CardObject** card_object)
{
if (*card_object == NULL)
return;
sprite_object_destroy(&((*card_object)->sprite_object));
POOL_FREE(CardObject, *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);
const unsigned int* card_tiles = more_readable ? deck_big_gfxTiles : deck_gfxTiles;
memcpy32(
&tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][tile_index],
&card_tiles[_card_sprite_lut[card_object->card->suit][card_object->card->rank] * TILE_SIZE],
TILE_SIZE * CARD_SPRITE_OFFSET
);
Sprite* sprite = sprite_new(
ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
ATTR1_SIZE_32,
tile_index,
CARD_PB,
layer + CARD_STARTING_LAYER
);
sprite_object_set_sprite(card_object->sprite_object, sprite);
}
void card_object_set_sprite_face_down(CardObject* card_object, enum DeckType deck, int layer)
{
int tile_index = CARD_TID + (layer * CARD_SPRITE_OFFSET);
memcpy32(
&tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][tile_index],
&decks_face_down_gfxTiles[_deck_sprite_lut[deck] * TILE_SIZE],
TILE_SIZE * CARD_SPRITE_OFFSET
);
Sprite* sprite = sprite_new(
ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
ATTR1_SIZE_32,
tile_index,
DECK_SPRITES_PB,
layer + CARD_STARTING_LAYER
);
sprite_object_set_sprite(card_object->sprite_object, sprite);
}
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;
card_object->selected = selected;
}
bool card_object_is_selected(CardObject* card_object)
{
if (card_object == NULL)
return false;
return card_object->selected;
}
Sprite* card_object_get_sprite(CardObject* card_object)
{
if (card_object == NULL)
return NULL;
return sprite_object_get_sprite(card_object->sprite_object);
}