parent
a48e0f71e9
commit
168fc15b31
32
menu.ino
32
menu.ino
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@ -160,3 +160,35 @@ void buildDrugMenu(const long extra[6]) {
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menuCols = true;
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menuSmall = col1Max + col2Max > 22;
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}
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int getMenuBackOut() {
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// this whole thing could have been done so much better :(
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// i suck at C++
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switch (sGameState) {
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case STATE_SELL_MENU:
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case STATE_BORROW_INPUT:
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case STATE_WITHDRAW_INPUT:
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return 1;
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case STATE_INVENTORY:
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return 2;
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case STATE_JET_MENU:
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return 3;
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case STATE_SHARK_MENU:
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return 4;
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case STATE_BANK_MENU:
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return 5;
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case STATE_BUY_QTY_INPUT:
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case STATE_SELL_QTY_INPUT:
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return sCurrentDrug;
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case STATE_INFO_DIALOG:
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switch (sPreviousGameState) {
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case STATE_BUY_MENU:
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case STATE_SELL_MENU:
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return sCurrentDrug;
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default:
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return 0;
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}
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default:
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return 0;
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}
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}
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13
slangin.ino
13
slangin.ino
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@ -198,6 +198,7 @@ void loop() {
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buildDrugMenu(sDrugPrices);
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drawMenu(menuSmall, menuCols, menuLength, menu);
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drawMenuIndicator(menuSelected, menuSmall, menuCols, menuLength, menu, false);
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drawDrugsOwned(menuSelected);
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break;
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case STATE_JET_MENU: {
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@ -437,6 +438,9 @@ void loop() {
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}
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}
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drawMenuIndicator(menuSelected, menuSmall, menuCols, menuLength, menu, false);
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if (sGameState == STATE_BUY_MENU || sGameState == STATE_SELL_MENU) {
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drawDrugsOwned(menuSelected);
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}
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}
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break;
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}
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@ -669,3 +673,12 @@ void drawFightPrompt() {
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arduboy.drawCircle(67, 58, 5, WHITE);
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arduboy.drawCircle(103, 58, 5, WHITE);
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}
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void drawDrugsOwned(Drug drug) {
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// wipe old indicator
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arduboy.fillRect(60, 9, 68, 12, BLACK);
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String numStr = String(pInventory[drug]);
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font3x5.setCursor(92 - numStr.length() * 4, 13);
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font3x5.print("You own ");
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font3x5.print(numStr);
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}
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32
states.ino
32
states.ino
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@ -192,38 +192,6 @@ void newDayRandomEvent() {
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}
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}
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int getMenuBackOut() {
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// this whole thing could have been done so much better :(
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// i suck at C++
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switch (sGameState) {
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case STATE_SELL_MENU:
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case STATE_BORROW_INPUT:
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case STATE_WITHDRAW_INPUT:
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return 1;
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case STATE_INVENTORY:
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return 2;
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case STATE_JET_MENU:
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return 3;
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case STATE_SHARK_MENU:
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return 4;
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case STATE_BANK_MENU:
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return 5;
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case STATE_BUY_QTY_INPUT:
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case STATE_SELL_QTY_INPUT:
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return sCurrentDrug;
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case STATE_INFO_DIALOG:
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switch (sPreviousGameState) {
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case STATE_BUY_MENU:
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case STATE_SELL_MENU:
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return sCurrentDrug;
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default:
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return 0;
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}
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default:
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return 0;
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}
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}
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void handleMenuAction() {
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screenInitialized = false;
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switch (sGameState) {
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