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>
354 lines
9.1 KiB
C
354 lines
9.1 KiB
C
#include "sprite.h"
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#include "audio_utils.h"
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#include "game.h"
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#include "game_variables.h"
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#include "pool.h"
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#include "soundbank.h"
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#include "util.h"
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#include <maxmod.h>
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#include <stdlib.h>
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#include <tonc.h>
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#include <tonc_oam.h>
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// Damping Constants: SPRING_DAMP_NUMERATOR/2^SPRING_DAMP_DENOM_SHIFT ~ 0.699 damping factor
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//
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// SPRING_DAMP_ROUNDING = 2^(SPRING_DAMP_DENOM_SHIFT - 1) rounding for fixed-point arithmetic by
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// adding half the denominator to round instead of truncating
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#define SPRING_DAMP_NUMERATOR 179
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#define SPRING_DAMP_DENOM_SHIFT 8
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#define SPRING_DAMP_ROUNDING (1 << (SPRING_DAMP_DENOM_SHIFT - 1))
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OBJ_ATTR obj_buffer[MAX_SPRITES];
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OBJ_AFFINE* obj_aff_buffer = (OBJ_AFFINE*)obj_buffer;
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static Sprite* free_sprites[MAX_SPRITES] = {NULL};
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static bool free_affines[MAX_AFFINES] = {false};
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// Sprite methods
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Sprite* sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index)
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{
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Sprite* sprite = POOL_GET(Sprite);
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sprite->obj = NULL;
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sprite->aff = NULL;
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if (!free_sprites[sprite_index])
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{
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free_sprites[sprite_index] = sprite;
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}
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else
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{
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POOL_FREE(Sprite, sprite);
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return NULL;
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}
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if (a0 & ATTR0_AFF)
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{
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int aff_index = MAX_AFFINES;
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for (int i = 0; i < MAX_AFFINES; i++)
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{
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if (!free_affines[i])
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{
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free_affines[i] = true;
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aff_index = i;
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break;
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}
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}
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if (aff_index == MAX_AFFINES)
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{
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POOL_FREE(Sprite, sprite);
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return NULL;
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}
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a1 = a1 | ATTR1_AFF_ID(aff_index);
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sprite->obj = &obj_buffer[sprite_index];
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sprite->aff = &obj_aff_buffer[aff_index];
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obj_set_attr(sprite->obj, a0, a1, ATTR2_PALBANK(pb) | tid);
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obj_aff_identity(&obj_aff_buffer[aff_index]);
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}
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else
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{
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sprite->obj = &obj_buffer[sprite_index];
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obj_set_attr(sprite->obj, a0, a1, ATTR2_PALBANK(pb) | tid);
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}
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sprite->idx = sprite_index;
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return sprite;
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}
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void sprite_destroy(Sprite** sprite)
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{
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if (*sprite == NULL)
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return;
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obj_hide((*sprite)->obj);
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if ((*sprite)->aff != NULL)
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{
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free_affines[(*sprite)->aff - obj_aff_buffer] = false;
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}
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free_sprites[(*sprite)->idx] = NULL;
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POOL_FREE(Sprite, *sprite);
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*sprite = NULL;
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}
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int sprite_get_layer(Sprite* sprite)
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{
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if (sprite == NULL || sprite->obj == NULL)
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return UNDEFINED;
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return sprite->obj - obj_buffer;
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}
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bool sprite_get_width(Sprite* sprite, int* width)
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{
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if (sprite == NULL || sprite->obj == NULL || width == NULL)
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{
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return false;
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}
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*width = obj_get_width(sprite->obj);
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return true;
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}
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bool sprite_get_height(Sprite* sprite, int* height)
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{
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if (sprite == NULL || sprite->obj == NULL || height == NULL)
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{
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return false;
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}
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*height = obj_get_height(sprite->obj);
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return true;
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}
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bool sprite_get_dimensions(Sprite* sprite, int* width, int* height)
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{
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if (sprite == NULL || sprite->obj == NULL || width == NULL || height == NULL)
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{
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return false;
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}
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const u8* size = obj_get_size(sprite->obj);
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*width = size[0];
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*height = size[1];
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return true;
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}
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// Sprite functions
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void sprite_init()
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{
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oam_init(obj_buffer, MAX_SPRITES);
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}
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void sprite_draw()
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{
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obj_aff_copy(obj_aff_mem, obj_aff_buffer, MAX_AFFINES);
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oam_copy(oam_mem, obj_buffer, MAX_SPRITES);
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}
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int sprite_get_pb(const Sprite* sprite)
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{
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if (sprite == NULL)
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{
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return UNDEFINED;
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}
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return (sprite->obj->attr2 & ATTR2_PALBANK_MASK) >> ATTR2_PALBANK_SHIFT;
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}
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// SpriteObject methods
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SpriteObject* sprite_object_new()
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{
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SpriteObject* sprite_object = POOL_GET(SpriteObject);
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sprite_object->sprite = NULL;
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sprite_object_reset_transform(sprite_object);
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sprite_object->focused = false;
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return sprite_object;
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}
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void sprite_object_destroy(SpriteObject** sprite_object)
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{
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if (*sprite_object == NULL)
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return;
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sprite_destroy(&(*sprite_object)->sprite);
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POOL_FREE(SpriteObject, *sprite_object);
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*sprite_object = NULL;
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}
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void sprite_object_set_sprite(SpriteObject* sprite_object, Sprite* sprite)
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{
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if (sprite_object == NULL)
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return;
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sprite_destroy(&sprite_object->sprite); // Destroy the old sprite if it exists
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sprite_object->sprite = sprite;
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}
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void sprite_object_reset_transform(SpriteObject* sprite_object)
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{
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sprite_object->tx = 0; // Target position
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sprite_object->ty = 0;
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sprite_object->x = 0;
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sprite_object->y = 0;
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sprite_object->vx = 0;
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sprite_object->vy = 0;
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sprite_object->tscale = FIX_ONE; // Target scale
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sprite_object->scale = FIX_ONE;
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sprite_object->vscale = 0;
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sprite_object->trotation = 0; // Target rotation
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sprite_object->rotation = 0;
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sprite_object->vrotation = 0;
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}
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void sprite_object_update(SpriteObject* sprite_object)
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{
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sprite_object->vx += ((sprite_object->tx - sprite_object->x) * g_game_vars.game_speed) / 8;
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sprite_object->vy += ((sprite_object->ty - sprite_object->y) * g_game_vars.game_speed) / 8;
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// Scale up the card when it's played
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sprite_object->vscale += (sprite_object->tscale - sprite_object->scale) / 8;
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// Rotate the card when it's played
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sprite_object->vrotation += (sprite_object->trotation - sprite_object->rotation) / 8;
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// set velocity to 0 if it's close enough to the target
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const FIXED epsilon = (FIX_ONE >> 6); // = 1/2^6 = 0.015625
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if (sprite_object->vx < epsilon && sprite_object->vx > -epsilon &&
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sprite_object->vy < epsilon && sprite_object->vy > -epsilon)
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{
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sprite_object->vx = 0;
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sprite_object->vy = 0;
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sprite_object->x = sprite_object->tx;
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sprite_object->y = sprite_object->ty;
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}
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else
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{
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sprite_object->vx = (sprite_object->vx * SPRING_DAMP_NUMERATOR + SPRING_DAMP_ROUNDING) >>
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SPRING_DAMP_DENOM_SHIFT;
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sprite_object->vy = (sprite_object->vy * SPRING_DAMP_NUMERATOR + SPRING_DAMP_ROUNDING) >>
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SPRING_DAMP_DENOM_SHIFT;
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sprite_object->x += sprite_object->vx;
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sprite_object->y += sprite_object->vy;
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}
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// Set scale to 0 if it's close enough to the target
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if (sprite_object->vscale < epsilon && sprite_object->vscale > -epsilon)
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{
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sprite_object->vscale = 0;
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sprite_object->scale = sprite_object->tscale; // Set the scale to the target scale
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}
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else
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{
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sprite_object->vscale =
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(sprite_object->vscale * SPRING_DAMP_NUMERATOR + SPRING_DAMP_ROUNDING) >>
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SPRING_DAMP_DENOM_SHIFT;
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sprite_object->scale += sprite_object->vscale;
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}
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// Set rotation to 0 if it's close enough to the target
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if (sprite_object->vrotation < epsilon && sprite_object->vrotation > -epsilon)
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{
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sprite_object->vrotation = 0;
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// Set the rotation to the target rotation
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sprite_object->rotation = sprite_object->trotation;
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}
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else
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{
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sprite_object->vrotation =
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(sprite_object->vrotation * SPRING_DAMP_NUMERATOR + SPRING_DAMP_ROUNDING) >>
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SPRING_DAMP_DENOM_SHIFT;
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sprite_object->rotation += sprite_object->vrotation;
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}
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// Apply rotation and scale to the sprite
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obj_aff_rotscale(
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sprite_object->sprite->aff,
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sprite_object->scale,
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sprite_object->scale,
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-sprite_object->vx + sprite_object->rotation
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);
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sprite_position(sprite_object->sprite, fx2int(sprite_object->x), fx2int(sprite_object->y));
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}
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void sprite_object_shake(SpriteObject* sprite_object, mm_word sound_id)
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{
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if (sprite_object == NULL)
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return;
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sprite_object->vscale = float2fx(0.3f);
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sprite_object->vrotation = float2fx(8.0f); // Rotate the card when it's scored
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if (sound_id == UNDEFINED)
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return; // If no sound ID is provided, do nothing
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play_sfx(sound_id, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
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}
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Sprite* sprite_object_get_sprite(SpriteObject* sprite_object)
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{
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if (sprite_object == NULL)
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return NULL;
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return sprite_object->sprite;
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}
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void sprite_object_set_focus(SpriteObject* sprite_object, bool focus)
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{
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if (sprite_object->focused == focus)
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{
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return;
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}
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sprite_object->focused = focus;
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play_sfx(
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SFX_CARD_FOCUS,
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MM_BASE_PITCH_RATE + get_rand() % CARD_FOCUS_SFX_PITCH_OFFSET_RANGE,
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SFX_DEFAULT_VOLUME
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);
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sprite_object->ty = sprite_object->ty + int2fx((focus ? -1 : 1) * SPRITE_FOCUS_RAISE_PX);
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}
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bool sprite_object_get_width(SpriteObject* sprite_object, int* width)
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{
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if (sprite_object == NULL)
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{
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return false;
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}
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return sprite_get_width(sprite_object->sprite, width);
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}
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bool sprite_object_get_height(SpriteObject* sprite_object, int* height)
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{
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if (sprite_object == NULL)
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{
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return false;
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}
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return sprite_get_height(sprite_object->sprite, height);
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}
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bool sprite_object_get_dimensions(SpriteObject* sprite_object, int* width, int* height)
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{
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if (sprite_object == NULL)
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{
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return false;
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}
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return sprite_get_dimensions(sprite_object->sprite, width, height);
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}
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bool sprite_object_is_focused(SpriteObject* sprite_object)
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{
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return sprite_object->focused;
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}
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