Files
balatro-gba-chinese-jocker-…/source/game/joker_row.c
T
Geralt d5d5a6fd6b Refactor/shop (#475)
* initial commit, DOES NOT COMPILE

* Rename joker interactions file to `joker_row`

* IT'S WORKIIING (now to make it pretty lol)

* fixed rebase issues

* fix rebase + undo state machine changes

* Document shop state functions

* clang format

* fix reroll cost not appearing on shop init

* Move generic SpriteObject text/price printing functions to sprite.c + some minor fixes

* Resolve weird defines/include order issue

* clang format

* Implement suggestions from @ricfehr3

* clang format

* clang format

* fix rebase

* Implement sugegstions from @ricfehr3

* Refactored shop to use the Button struct

* missed some memsets

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
2026-05-15 18:36:19 -07:00

128 lines
3.8 KiB
C

#include "game/joker_row.h"
#include "game.h"
#include "game_variables.h"
#include "joker.h"
#include "layout.h"
#include "list.h"
#include "sprite.h"
#include "util.h"
int jokers_sel_row_get_size(void)
{
return list_get_len(get_jokers_list());
}
bool jokers_sel_row_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
)
{
List* owned_jokers_list = get_jokers_list();
// swap Jokers if the A button is held down and all Jokers are on the same row
bool swapping =
key_is_down(SELECT_CARD) && new_selection->y == row_idx && prev_selection->y == row_idx;
if (prev_selection->y == row_idx)
{
JokerObject* joker_object =
(JokerObject*)list_get_at_idx(owned_jokers_list, prev_selection->x);
// Don't change focus from current Joker if swapping
if (joker_object != NULL && !swapping)
{
sprite_object_erase_text_under(joker_object->sprite_object);
sprite_object_set_focus(joker_object->sprite_object, false);
}
}
if (new_selection->y == row_idx)
{
JokerObject* joker_object =
(JokerObject*)list_get_at_idx(owned_jokers_list, new_selection->x);
if (joker_object != NULL)
{
if (!swapping)
{
sprite_object_set_focus(joker_object->sprite_object, true);
}
// If we land on this row while the A button is being held, we are in swapping mode
// This means that we need to hide the price, whether we were already
// on this row or if we come from another
if (!key_is_down(SELECT_CARD))
{
sprite_object_print_price_under(
joker_object->sprite_object,
joker_object->joker->value
);
}
}
}
if (swapping)
{
list_swap(
owned_jokers_list,
(unsigned int)prev_selection->x,
(unsigned int)new_selection->x
);
}
return true;
}
static inline void joker_start_discard_animation(JokerObject* joker_object)
{
joker_object->sprite_object->tx = int2fx(JOKER_DISCARD_TARGET.x);
joker_object->sprite_object->ty = int2fx(JOKER_DISCARD_TARGET.y);
list_push_back(get_discarded_jokers_list(), joker_object);
}
static inline void game_sell_joker(int joker_idx)
{
List* owned_jokers_list = get_jokers_list();
if (joker_idx < 0 || joker_idx >= list_get_len(owned_jokers_list))
return;
JokerObject* joker_object = (JokerObject*)list_get_at_idx(owned_jokers_list, joker_idx);
g_game_vars.money += joker_get_sell_value(joker_object->joker);
display_money();
sprite_object_erase_text_under(joker_object->sprite_object);
remove_owned_joker(joker_idx);
joker_start_discard_animation(joker_object);
}
void jokers_sel_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection)
{
JokerObject* joker_object = (JokerObject*)list_get_at_idx(get_jokers_list(), selection->x);
if (joker_object != NULL)
{
if (key_hit(SELECT_CARD))
{
sprite_object_erase_text_under(joker_object->sprite_object);
}
else if (key_released(SELECT_CARD))
{
sprite_object_print_price_under(
joker_object->sprite_object,
joker_object->joker->value
);
}
}
if (key_hit(SELL_KEY))
{
int sold_joker_idx = selection->x;
// Move the selection away from the jokers so it doesn't point to an invalid place
// Do this before selling the joker so valid row sizes are used
selection_grid_move_selection_vert(selection_grid, SCREEN_DOWN);
game_sell_joker(sold_joker_idx);
}
}