Rename _UpdateSprites to _UpdateActiveSprites and create UpdateActiveSprites in home back (along with the existing UpdateSprites)

This commit is contained in:
xCrystal
2023-10-21 18:46:56 +02:00
parent 961d2f0b6e
commit e9ad1f5612
7 changed files with 25 additions and 18 deletions

View File

@@ -288,7 +288,7 @@ BoardMenu_BreakDieAnimation:
ld a, $4 * SPRITEOAMSTRUCT_LENGTH ; w/o SPRITE_ANIM_OBJ_BOARD_MENU_APPEAR_DIE_NUMBER
.go
ldh [hUsedSpriteIndex], a
farcall _UpdateSpritesAfterOffset
farcall _UpdateActiveSpritesAfterOffset
ld de, SFX_STRENGTH
call PlaySFX
@@ -315,7 +315,7 @@ BoardMenu_BreakDieAnimation:
ld a, $4 * SPRITEOAMSTRUCT_LENGTH
ldh [hUsedSpriteIndex], a
farcall _UpdateSpritesAfterOffset
farcall _UpdateActiveSpritesAfterOffset
; play move die number animation
ld a, 43 ; total duration of SPRITE_ANIM_FRAMESET_BOARD_MENU_MOVE_DIE_NUMBER

View File

@@ -57,7 +57,7 @@ EndSpaceScript::
; clear spaces left sprites
ld hl, wDisplaySecondarySprites
res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
farcall _UpdateSprites
call UpdateActiveSprites
; fade out slow to white
ld b, RGBFADE_TO_WHITE_8BGP_8OBP
jp DoRGBFadeEffect
@@ -94,8 +94,7 @@ ArriveToRegularSpace:
ld a, [wPlayerTile]
cp COLL_END_SPACE
ret nz
farcall _UpdateSprites
ret
jp UpdateActiveSprites
LandedInRegularSpaceScript:
callasm LandedInRegularSpace