Implement new sprite_object_position function (#559)
Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
This commit is contained in:
@@ -106,11 +106,8 @@ void game_main_menu_on_init(void)
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main_menu_ace = card_object_new(card_new(SPADES, ACE));
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card_object_set_sprite(main_menu_ace, 0);
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main_menu_ace->sprite_object->sprite->obj->attr0 |= ATTR0_AFF_DBL;
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main_menu_ace->sprite_object->tx = int2fx(MAIN_MENU_ACE_T_X);
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main_menu_ace->sprite_object->x = main_menu_ace->sprite_object->tx;
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main_menu_ace->sprite_object->ty = int2fx(MAIN_MENU_ACE_T_Y);
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main_menu_ace->sprite_object->y = main_menu_ace->sprite_object->ty;
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main_menu_ace->sprite_object->tscale = float2fx(0.8f);
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sprite_object_position(main_menu_ace->sprite_object, MAIN_MENU_ACE_T_X, MAIN_MENU_ACE_T_Y);
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card_object_update(main_menu_ace);
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// Select last highlighted button, Play button by default.
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@@ -583,12 +583,11 @@ void game_run_setup_on_init(void)
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// both cards do not exist at the same time, one is destroyed before the other is created.
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card_object_set_sprite_face_down(run_setup_deck, g_game_vars.deck, 0);
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run_setup_deck->sprite_object->tx = int2fx(RUN_SETUP_DECK_SPRITE_T_X);
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run_setup_deck->sprite_object->ty = int2fx(RUN_SETUP_DECK_SPRITE_T_Y);
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// Need to do -1 here so that the sprite isn't at the target position and gets updated
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run_setup_deck->sprite_object->x = run_setup_deck->sprite_object->tx - 1;
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run_setup_deck->sprite_object->y = run_setup_deck->sprite_object->ty - 1;
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sprite_object_position(
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run_setup_deck->sprite_object,
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RUN_SETUP_DECK_SPRITE_T_X,
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RUN_SETUP_DECK_SPRITE_T_Y
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);
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card_object_update(run_setup_deck);
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+1
-4
@@ -196,10 +196,7 @@ void sprite_object_set_sprite(SpriteObject* sprite_object, Sprite* sprite)
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void sprite_object_reset_transform(SpriteObject* sprite_object)
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{
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sprite_object->tx = 0; // Target position
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sprite_object->ty = 0;
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sprite_object->x = 0;
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sprite_object->y = 0;
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sprite_object_position(sprite_object, 0, 0); // Target position
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sprite_object->vx = 0;
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sprite_object->vy = 0;
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sprite_object->tscale = FIX_ONE; // Target scale
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