e7f550ce22
* background * Implement Options button * Update main menu artwork * add options menu tiles * prepare options menu handling * incorporate main menu refactor * toto * add all menu interactions * do not reset selection_x in main_menu * options struct * fix rebase from ricfehr3's repo * Implement high contrast cards * Save/Load options values to SRAM * load options on game_init and validate data within the load_options function * Get changes from ricfehr3's PR * recover fix for glitched ace * clang format * clang format * clang format * Save 500B of image data by using only minimal set of tiles instead of keeping final window in source file * clang format * clang format * Implement Options button * Update main menu artwork * progress, leaving it alone for now until discussion * make game_vars an extern * Move options vars into their own struct * rollback previous commit * Implement save validation. Version check to come * implement data validity + version check for game saves * clang format * Save position in rng sequence for consistent run after load * fix rebase issues * fix rebase issue * remove unused/duplicate define * Oops, made a mistake when testing PR #424 * encode high contrast palette into an image, and load it at game_start * document save.c/h and correct typos * correct alignment * game speed and high contrast buttons working * small cleanup * sliders also work again now * clang format * Moved balatro_version extern declaration to version.h file * removed unsused variable * make showing ROM version a toggle * move ante, round and money to the GameVariables struct * Rename SaveCheckInfo struct to SaveHeader for clarity * Add SaveHeader struct explanation * clang format * Revert unnecessary tileset optimization * SFX now follows the sound volume slider * clang format * Music now follows volume slider * Changed volume slider increment from 5 to 20 to avoid having the music sound too rough under 20% volume * refactor main_menu.c to use SelectionGrid and Button structs * clang format * make a "new" save button so we don't save during the state transition * clang format * Reduced state transition flicker by only changing affine background to a different one * Fix loading game too late in game init sequence * First batch of suggestions from @MeirGavish * Remove unnecessary intermediary buffers for high contrast palette swapping * comment row warp hack for button input * Add some of Copilot's suggestions * rename balatro_version into gbalatro_version for rebranding reasons + version display erase screen fix * remove unnecessary NULL check on `on_selection_changed` method * implement small game speed arrow buttons animation * factorize some code * remove unnecessary data validation in load_game(), since we already checked the header * Implement @MeirGavish 's suggestion regarding splitting the huge `on_update` function * clang format * implement @ricfehr3 's suggestion about keeping last selected button instead of using an obscure `on_boot` boolean * Apply @ricfehr3's suggestions * fix clang-format flags --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
56 lines
1.3 KiB
C
56 lines
1.3 KiB
C
#include "splash_screen.h"
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#include "font.h"
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#include "game.h"
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#include "graphic_utils.h"
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#include "maxmod.h"
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#include "soundbank.h"
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#include <tonc.h>
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static const Rect COUNTDOWN_TIMER_RECT = {208, 144, 240, 152};
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static uint timer = 0;
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void splash_screen_on_init(void)
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{
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timer = 0;
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tte_printf("#{P:72,8; cx:0xF000}DISCLAIMER");
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tte_printf(
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"#{P:8,24; cx:0xF000}This project is NOT endorsed \n by or affiliated with \n Playstack or "
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"LocalThunk.\n\n If you have paid for this, \n you have been scammed \n and should request "
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"a refund \n IMMEDIATELY. \n\n The only official place \n to obtain this is from: \n\n "
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"'github.com/\n GBALATRO/balatro-gba'"
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);
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tte_printf("#{P:8,144; cx:0xF000}(Press any key to skip)");
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}
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void splash_screen_on_update(void)
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{
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timer++;
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if (timer < SPLASH_DURATION_FRAMES)
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{
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tte_erase_rect_wrapper(COUNTDOWN_TIMER_RECT);
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tte_printf(
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"#{P:%d,%d; cx:0xF000}%d",
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COUNTDOWN_TIMER_RECT.left,
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COUNTDOWN_TIMER_RECT.top,
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1 + (SPLASH_DURATION_FRAMES - timer) / SPLASH_FPS
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);
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if (!key_hit(KEY_ANY))
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{
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return;
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}
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}
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game_change_state(GAME_STATE_MAIN_MENU);
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tte_erase_screen();
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}
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void splash_screen_on_exit(void)
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{
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mmStart(MOD_MAIN_THEME, MM_PLAY_LOOP);
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}
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