Files
balatro-gba-chinese-jocker-…/source/card.c
T
2025-12-12 18:44:26 -08:00

134 lines
3.1 KiB
C

#include "card.h"
#include "deck_gfx.h"
#include "graphic_utils.h"
#include <maxmod.h>
#include <stdlib.h>
// Audio
#include "pool.h"
#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 = 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);
memcpy32(
&tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][tile_index],
&deck_gfxTiles
[_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,
0,
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);
}