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https://github.com/cellos51/balatro-gba.git
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338 lines
9.1 KiB
C
338 lines
9.1 KiB
C
/**
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* @file sprite.h
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*
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* @brief Sprite system for Gbalatro
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*/
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#ifndef SPRITE_H
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#define SPRITE_H
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#include <maxmod.h>
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#include <tonc.h>
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/**
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* @name Sprite system constants
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* @{
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*/
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#define CARD_SPRITE_SIZE 32
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#define MAX_AFFINES 32
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#define MAX_SPRITES 128
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#define MAX_SPRITE_OBJECTS 16
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#define SPRITE_FOCUS_RAISE_PX 10
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#define CARD_FOCUS_SFX_PITCH_OFFSET_RANGE 512
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/** @} */
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/**
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* @brief Sprite struct for GBA hardware specifics
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*/
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typedef struct
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{
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/**
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* @brief GBA sprite attribute registers info (A0-A2)
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*/
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OBJ_ATTR* obj;
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/**
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* @brief GBA sprite affine matrices registers info
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*/
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OBJ_AFFINE* aff;
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/**
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* @brief Sprite position on screen in pixels
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*/
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POINT pos;
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/**
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* @brief Sprite index in memory managed by GBAlatro
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*/
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int idx;
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} Sprite;
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/**
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* @brief A sprite object is a sprite that is focusable and movable in animation
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*/
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typedef struct
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{
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/**
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* @brief Sprite configuration info
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*/
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Sprite* sprite;
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/**
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* @brief Target position
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*/
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FIXED tx, ty;
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/**
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* @brief Current position
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*/
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FIXED x, y;
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/**
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* @brief Velocity
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*/
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FIXED vx, vy;
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/**
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* @brief Target Scale
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*/
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FIXED tscale;
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/**
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* @brief Current Scale, in units for tonc's `obj_aff_rotscale`
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*/
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FIXED scale;
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/**
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* @brief Scale velocity AKA the rate of change of scaling ops
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*/
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FIXED vscale;
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/**
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* @brief Target rotation
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*/
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FIXED trotation;
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/**
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* @brief Actual rotation, in units for tonc's `obj_aff_rotscale`
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*/
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FIXED rotation;
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/**
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* @brief Rotation velocity
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*/
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FIXED vrotation;
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/**
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* @brief Focused status (card specific, raise and lower card)
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*/
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bool focused;
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} SpriteObject;
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/**
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* @brief Allocate and retrieve a pointer to a valid Sprite
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*
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* @param a0 attribute 0 of OBJ_ATTR
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* @param a1 attribute 1 of OBJ_ATTR
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* @param tid base tile index of sprite, part of attribute 2
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* @param pb Palette-bank
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* @param sprite_index index in memory
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*
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* @return Valid Sprite if allocations are successful.
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* Otherwise, return **NULL**.
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*/
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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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* @brief Destroy Sprite
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*
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* @param sprite pointer to a pointer of Sprite to destroy. No action if **NULL**.
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*/
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void sprite_destroy(Sprite** sprite);
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/**
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* @brief Get index of Sprite in the GBA object buffer
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*
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* @param sprite pointer to Sprite, cannot be **NULL**
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*
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* @return Index of sprite in object buffer if `sprite` is valid, otherwise **UNDEFINED**.
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*/
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int sprite_get_layer(Sprite* sprite);
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/**
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* @brief Get a Sprite's width and height
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*
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* @param sprite pointer to Sprite, cannot be **NULL**
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* @param width pointer to variable to be set, cannot be **NULL**
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* @param height pointer to variable to be set, cannot be **NULL**
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*
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* @return **true** if successful, **false** if otherwise. Upon success,
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* `width` and `height` contain valid data, otherwise, the
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* variables are unchanged.
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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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* @brief Get a Sprites's height
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*
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* @param sprite pointer to Sprite, cannot be **NULL**
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* @param height pointer to variable to be set, cannot be **NULL**
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*
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* @return **true** is successful, **false** if otherwise. Upon success,
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* `height` contains valid data, otherwise, the variable is unchanged.
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*/
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bool sprite_get_height(Sprite* sprite, int* height);
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/**
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* @brief Get a Sprite's width
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*
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* @param sprite pointer to Sprite, cannot be **NULL**
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* @param width pointer to variable to be set, cannot be **NULL**
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*
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* @return **true** is successful, **false** if otherwise. Upon success,
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* `width` contains valid data, otherwise, the variable is unchanged.
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*/
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bool sprite_get_width(Sprite* sprite, int* width);
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/**
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* @brief Get the palette bank of a Sprite
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*
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* @param sprite pointer to extract associated palette bank. Cannot be **NULL**.
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*
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* @return The palette bank of the Sprite if successful, otherwise return **UNDEFINED**.
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*/
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int sprite_get_pb(const Sprite* sprite);
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/**
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* @brief Initialize GBAlatro sprite system
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*/
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void sprite_init(void);
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/**
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* @brief Draw Sprites to screen, to be called once per frame
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*/
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void sprite_draw(void);
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/**
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* @brief Allocate and retrieve a pointer to a valid SpriteObject
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*
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* @return A valid pointer to an newly allocated SpriteObject
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* if successful, othewise return **NULL**.
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*/
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SpriteObject* sprite_object_new();
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/**
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* @brief Destroy SpriteObject
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*
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* Destroy a SpriteObject by freeing it back to the pool and releasing its
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* associated resources
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*
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* @param sprite_object pointer to a pointer of SpriteObject to destroy.
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* Cannot be **NULL**.
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*/
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void sprite_object_destroy(SpriteObject** sprite_object);
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/**
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* @brief Register a Sprite to an associated SpriteObject
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*
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* @param sprite_object pointer to SpriteObject to associate Sprite with.
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* Cannot be **NULL**.
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*
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* @param sprite pointer to Sprite to associate SpriteObject with.
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* Cannot be **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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* @brief Reset SpriteObject's transform back to default values.
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*
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* @param sprite_object pointer to SpriteObject to reset transform.
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* Cannot be **NULL**.
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*/
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void sprite_object_reset_transform(SpriteObject* sprite_object);
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/**
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* @brief Update a SpriteObject, to be called once per frame per active SpriteObject
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*
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* @param sprite_object pointer to SpriteObject to update. Cannot be **NULL**.
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*/
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void sprite_object_update(SpriteObject* sprite_object);
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/**
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* @brief Shake SpriteObject on screen and play a sound
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*
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* @param SpriteObject pointer to SpriteObject to shake. Cannot be **NULL**.
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* @param sound_id ID of sound from maxmod to play on executing shake. If **UNDEFINED**
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* no sound will play.
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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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* @brief Get a SpriteObject's registered Sprite
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*
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* @param sprite_object pointer to SpriteObject's registered Sprite. Cannot be **NULL**.
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*
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* @return Sprite pointer registered to `sprite_object` if successful,
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* otherwise return **NULL**. May be successful and **NULL** if there is no
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* Sprite registered to the SpriteObject.
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*/
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Sprite* sprite_object_get_sprite(SpriteObject* sprite_object);
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/**
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* @brief Set the focus for SpriteObject
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* Raises the object by SPRITE_FOCUS_RAISE_PX.
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*
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* Note: This is currently unused by CardObject as their focus is handled in
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* cards_in_hand_update_loop() but we may want to extract it from there and refactor them use this
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* instead.
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*
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* @param sprite_object pointer to SpriteObject to set the focus of. Cannot be **NULL**.
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* @param focus **true** to focus, **false** to unfocus
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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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* @brief Get the width and height of SpriteObject's registered Sprite
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*
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* @param sprite_object pointer to SpriteObject to get the dimensions of. Cannot be **NULL**.
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* @param width pointer to variable to be set, cannot be **NULL**
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* @param height pointer to variable to be set, cannot be **NULL**
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*
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* @return **true** is successful, **false** if otherwise. Upon success,
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* `width` and `height` contain valid data, otherwise, the
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* variables are unchanged.
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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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* @brief Get a SpriteObject's height
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*
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* @param sprite_object pointer to SpriteObject to get the height of. Cannot be **NULL**.
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* @param height pointer to variable to be set, cannot be **NULL**
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*
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* @return **true** is successful, **false** if otherwise. Upon success,
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* `height` contains valid data, otherwise, the
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* variable is unchanged.
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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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* @brief Get a SpriteObject's width
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*
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* @param sprite_object pointer to SpriteObject to get the width of. Cannot be **NULL**.
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* @param width pointer to variable to be set, cannot be **NULL**
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*
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* @return **true** is successful, **false** if otherwise. Upon success,
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* `width` contains valid data, otherwise, the
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* variable is unchanged.
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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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* @brief Get the `focused` variable from a SpriteObject
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*
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* @param sprite_object valid pointer to SpriteObject to check
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*
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* @return `true` if the SpriteObject is focused, `false` otherwise
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*/
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bool sprite_object_is_focused(SpriteObject* sprite_object);
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/**
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* @brief Set sprite position. Inlined for efficiency
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*
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* @param sprite poitner to Sprite to adjust the position of. A **NULL** check is
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* not performed, though the value cannot be **NULL**.
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*
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* @param x horizontal position in pixels
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* @param y vertical position in pixels
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*/
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INLINE void sprite_position(Sprite* sprite, int x, int y)
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{
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sprite->pos.x = x;
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sprite->pos.y = y;
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obj_set_pos(sprite->obj, x, y);
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}
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#endif // SPRITE_H
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