37 PLAYING_BLIND_TOKEN_LAYER,
38 ROUND_END_BLIND_TOKEN_LAYER,
39 SMALL_BLIND_TOKEN_LAYER,
40 BIG_BLIND_TOKEN_LAYER,
41 BOSS_BLIND_TOKEN_LAYER
50 BLIND_TEXT_COLOR_INDEX = 1,
51 BLIND_SHADOW_COLOR_INDEX,
52 BLIND_HIGHLIGHT_COLOR_INDEX,
53 BLIND_MAIN_COLOR_INDEX,
54 BLIND_BACKGROUND_MAIN_COLOR_INDEX,
55 BLIND_BACKGROUND_SECONDARY_COLOR_INDEX,
56 BLIND_BACKGROUND_SHADOW_COLOR_INDEX,
77 BLIND_TYPE_HOOK = BLIND_TYPE_BOSS,
104 BLIND_TYPE_ACORN = BLIND_TYPE_SHOWDOWN,
123 BLIND_STATE_UPCOMING,
124 BLIND_STATE_DEFEATED,
139 FIXED score_req_multiplier;
void apply_blind_tiles(enum BlindType type, enum BlindTokenLayers layer)
Change the tiles of the BlindToken Sprite at a given layer to that of the given BlindType.
enum BlindType roll_blind_type(bool showdown)
Choose a random Blind among the ones that haven't been beaten yet.
void apply_blind_colors(enum BlindType type)
Copy the palette associated with the given Blind and copy it in the right spot in the palette memory.
BlindType
All Blind types in the game are listed here.
BlindState
All the possible states an Ante's Blinds can be in when viewed in the "Blind Select" screen.
u16 blind_get_color(enum BlindType type, enum BlindColorIndex index)
Get the color associated with a given Blind.
BlindTokenLayers
Sprite IDs of the various Blind Tokens used in the game, expressed as an offset relative to BLIND_BAS...
u32 blind_get_requirement(enum BlindType type, int ante)
Get the score required to beat a certain blind (either the Small, Big, or any Boss/Showdown blind) at...
BlindColorIndex
Indices of the Blind sprites' colors as encoded in the files' palettes with Aseprite.
BlindTokens
The sprites that display the blinds when in "GAME_BLIND_SELECT" state. There are only 3 blinds per An...
Sprite * blind_token_new(enum BlindType type, int x, int y, enum BlindTokenLayers sprite_index)
Create a new BlindToken sprite.
void set_blind_beaten(enum BlindType type)
Remove the given Blind from the corresponding List so that we don't roll it again in the future.
void init_unbeaten_blinds_lists(void)
Initialize Boss and Showdown Blinds lists to roll from.
int blind_get_reward(enum BlindType type)
Get the amount of money gained from beating a certain Blind.
Sprite system for Gbalatro.
Data structure containing data about a BlindType.
Sprite struct for GBA hardware specifics.