#include "card.h" #include "deck_gfx.h" #include "graphic_utils.h" #include "high_contrast_deck_pal_gfx.h" #include #include // 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() { toggle_high_contrast_cards(false); } void toggle_high_contrast_cards(bool enable) { if (enable) { GRIT_CPY(&pal_obj_mem[CARD_PB], high_contrast_deck_pal_gfxPal); } else { 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); }