Implement a global SpriteObject update loop (#553)

* Implement `sprite_object_update_all`

* clang format

* Change update order

* tmp

* make it crash

* Fix bad address crash

* Address @MeirGavish's comments

* Tweaked card draw position further

* Tweaked card draw position further, again

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
This commit is contained in:
Geralt
2026-06-17 19:26:53 -07:00
committed by GitHub
co-authored by MathisMartin31
parent d2cdc7af1b
commit c706a387a9
10 changed files with 27 additions and 44 deletions
-2
View File
@@ -108,7 +108,6 @@ void game_main_menu_on_init(void)
main_menu_ace->sprite_object->sprite->obj->attr0 |= ATTR0_AFF_DBL;
main_menu_ace->sprite_object->tscale = float2fx(0.8f);
sprite_object_position(main_menu_ace->sprite_object, MAIN_MENU_ACE_T_X, MAIN_MENU_ACE_T_Y);
card_object_update(main_menu_ace);
// Select last highlighted button, Play button by default.
// e.g. if we return from the options menu, we want the Options button to be highlighted.
@@ -122,7 +121,6 @@ void game_main_menu_on_init(void)
void game_main_menu_on_update(void)
{
main_menu_ace->sprite_object->trotation = lu_sin((g_game_vars.timer << 8) / 2) / 3;
card_object_update(main_menu_ace);
selection_grid_process_input(&main_menu_selection_grid);
}