11#define MAX_CARDS_ON_SCREEN 16
14#define CARD_SPRITE_OFFSET 16
16#define CARD_STARTING_LAYER 0
42#define IMPOSSIBLY_HIGH_CARD_VALUE 100
45#define DEFAULT_HIGH_CONTRAST false
46#define DEFAULT_MORE_READABLE false
65void set_cards_high_contrast(
bool enable);
66void set_cards_more_readable(
bool enable);
67bool get_cards_high_contrast(
void);
68bool get_cards_more_readable(
void);
71Card* card_new(u8 suit, u8 rank);
72void card_destroy(
Card** card);
73u8 card_get_value(
Card* card);
77void card_object_destroy(
CardObject** card_object);
78void card_object_set_sprite(
CardObject* card_object, s16 layer);
79void card_object_set_sprite_face_down(
CardObject* card_object,
enum DeckType deck, s16 layer);
80void card_object_shake(
CardObject* card_object, mm_word sound_id);
82void card_object_set_selected(
CardObject* card_object,
bool selected);
83bool card_object_is_selected(
CardObject* card_object);
86int card_object_get_buy_price(
Item* card_object);
87void card_object_dispose(
Item** card_object);
Functions related to the different types of Decks.
The core structure for items in the shop and inventory. Provides a common API for the shop and invent...
A generic interface for all items that can appear in the shop or be in the inventory....
Sprite struct for GBA hardware specifics.