Files
balatro-gba-chinese-jocker-…/source/sprite.c
T
Geralt e7f550ce22 [Feature] Implement options menu and reading/writing values from/to the SRAM (#449)
* 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>
2026-05-02 14:28:52 -07:00

354 lines
9.1 KiB
C

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