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* Created sprite bank for all blinds * progress city, it's a beatiful city that progress city! * Sprite appears in blind selection screen * Added all blind colors * fix magic numbers + disable boss reroll * Fix boss blind token not moving after a reroll * fix always rolling the Needle due to choosing too early for the rng seed to be set * No need for affine sprite for blind tokens, regular is enough * address Copilot's review 1/2 * address Copilot's review 2/2 * correct Blind Tokens/Types * Index palette colors into the files instead of code * Fix blind sprites (flip bug not solved) * Fix magic number, tile index and Mark colors * load boss blind palette only when changing spritesheet * Adressing clang format and ease of modification of the blinds' list * Removed some magic numbers --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
120 lines
2.8 KiB
C
120 lines
2.8 KiB
C
#ifndef BLIND_H
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#define BLIND_H
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#include "game.h"
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#include "sprite.h"
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// The GBA's max uint value is around 4 billion, so we're going to not add endless mode for
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// simplicity's sake
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#define MAX_ANTE 8
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#define NORMAL_BLIND_PB 1
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#define BOSS_BLIND_PB 2
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#define BLIND_BASE_LAYER (MAX_HAND_SIZE + MAX_SELECTION_SIZE)
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#define PLAYING_BLIND_TOKEN_LAYER 0
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#define ROUND_END_BLIND_TOKEN_LAYER 1
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#define SMALL_BLIND_TOKEN_LAYER 2
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#define BIG_BLIND_TOKEN_LAYER 3
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#define BOSS_BLIND_TOKEN_LAYER 4
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#define BLIND_SPRITE_OFFSET 16
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#define BLIND_SPRITE_COPY_SIZE (BLIND_SPRITE_OFFSET * TILE_SIZE)
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#define BLIND_TOKENS_PER_SPRITESHEET 2
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#define BLIND_TOKEN_PALETTE_SIZE 8
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// Order of the Blind sprites' colors as encoded in the files' palettes with Aseprite
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enum BlindColorIndex
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{
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BLIND_TEXT_COLOR_INDEX = 1,
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BLIND_SHADOW_COLOR_INDEX,
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BLIND_HIGHLIGHT_COLOR_INDEX,
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BLIND_MAIN_COLOR_INDEX,
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BLIND_BACKGROUND_MAIN_COLOR_INDEX,
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BLIND_BACKGROUND_SECONDARY_COLOR_INDEX,
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BLIND_BACKGROUND_SHADOW_COLOR_INDEX,
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};
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// clang-format off
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enum BlindType
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{
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// Normal Blinds
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BLIND_TYPE_SMALL,
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BLIND_TYPE_BIG,
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// Boss Blinds
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BLIND_TYPE_BOSS,
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BLIND_TYPE_HOOK = BLIND_TYPE_BOSS,
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BLIND_TYPE_OX,
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BLIND_TYPE_HOUSE,
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BLIND_TYPE_WALL,
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BLIND_TYPE_WHEEL,
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BLIND_TYPE_ARM,
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BLIND_TYPE_CLUB,
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BLIND_TYPE_FISH,
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BLIND_TYPE_PSYCHIC,
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BLIND_TYPE_GOAD,
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BLIND_TYPE_WATER,
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BLIND_TYPE_WINDOW,
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BLIND_TYPE_MANACLE,
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BLIND_TYPE_EYE,
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BLIND_TYPE_MOUTH,
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BLIND_TYPE_PLANT,
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BLIND_TYPE_SERPENT,
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BLIND_TYPE_PILLAR,
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BLIND_TYPE_NEEDLE,
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BLIND_TYPE_HEAD,
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BLIND_TYPE_TOOTH,
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BLIND_TYPE_FLINT,
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BLIND_TYPE_MARK,
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// Showdown Blinds
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BLIND_TYPE_SHOWDOWN,
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BLIND_TYPE_ACORN = BLIND_TYPE_SHOWDOWN,
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BLIND_TYPE_LEAF,
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BLIND_TYPE_VESSEL,
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BLIND_TYPE_HEART,
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BLIND_TYPE_BELL,
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// End of Blinds' list
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BLIND_TYPE_MAX
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};
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// clang-format on
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enum BlindState
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{
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BLIND_STATE_CURRENT,
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BLIND_STATE_UPCOMING,
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BLIND_STATE_DEFEATED,
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BLIND_STATE_SKIPPED,
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BLIND_STATE_MAX,
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};
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typedef struct
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{
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enum BlindType type;
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FIXED score_req_multipler;
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s32 reward;
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} Blind;
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void blind_init();
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void blind_set_boss_graphics(const unsigned int* tiles, const u16* palette);
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u32 blind_get_requirement(enum BlindType type, int ante);
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int blind_get_reward(enum BlindType type);
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u16 blind_get_color(enum BlindType type, enum BlindColorIndex index);
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void init_unbeaten_blinds_list(bool showdown);
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enum BlindType roll_blind_type(bool showdown);
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void set_blind_beaten(enum BlindType type);
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void apply_blind_colors(enum BlindType type);
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void apply_blind_tiles(enum BlindType type, int layer);
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Sprite* blind_token_new(enum BlindType type, int x, int y, int sprite_index);
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#endif // BLIND_H
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