Split inits into their respective group.
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@@ -18,18 +18,21 @@ Asset_Manager :: struct {
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asset_manager_init :: proc() -> Asset_Manager {
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asset_manager_init :: proc() -> Asset_Manager {
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assets := Asset_Manager{}
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assets := Asset_Manager{}
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init_player_assets(&assets.player.clips);
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return assets
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}
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init_player_assets :: proc(clip_array: ^[Player_State]AnimationClip) {
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idle_tex := rl.LoadTexture("assets/textures/player/player_idle.png")
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idle_tex := rl.LoadTexture("assets/textures/player/player_idle.png")
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walk_tex := rl.LoadTexture("assets/textures/player/player_walk.png")
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walk_tex := rl.LoadTexture("assets/textures/player/player_walk.png")
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assets.player.clips[.IDLE] = AnimationClip {
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clip_array[.IDLE] = AnimationClip {
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texture = idle_tex, frame_count = 6, frame_width = 32, frame_height = 32, frame_time = 0.14, looping = true,
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texture = idle_tex, frame_count = 6, frame_width = 32, frame_height = 32, frame_time = 0.14, looping = true,
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}
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}
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assets.player.clips[.WALK] = AnimationClip {
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clip_array[.WALK] = AnimationClip {
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texture = walk_tex, frame_count = 8, frame_width = 32, frame_height = 32, frame_time = 0.14, looping = true,
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texture = walk_tex, frame_count = 8, frame_width = 32, frame_height = 32, frame_time = 0.14, looping = true,
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}
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}
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return assets
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}
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}
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asset_manager_destroy :: proc(assets: ^Asset_Manager) {
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asset_manager_destroy :: proc(assets: ^Asset_Manager) {
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