Initial enemy setup, with collisions and basic spawning.
Modified-by: Jason Hilder <jhilder95@gmail.com>
This commit is contained in:
+19
-1
@@ -12,13 +12,19 @@ Player_Assets :: struct {
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clips: [Player_State]AnimationClip,
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}
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Enemy_Assets :: struct {
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clips: [Enemy_State]AnimationClip,
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}
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Asset_Manager :: struct {
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player: Player_Assets,
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enemy: Enemy_Assets,
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}
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asset_manager_init :: proc() -> Asset_Manager {
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assets := Asset_Manager{}
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init_player_assets(&assets.player.clips);
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init_player_assets(&assets.player.clips)
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init_enemy_assets(&assets.enemy.clips)
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return assets
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}
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@@ -35,6 +41,18 @@ init_player_assets :: proc(clip_array: ^[Player_State]AnimationClip) {
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}
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}
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init_enemy_assets :: proc(clip_array: ^[Enemy_State]AnimationClip) {
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idle_tex := rl.LoadTexture("assets/textures/enemy/player_idle.png")
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walk_tex := rl.LoadTexture("assets/textures/enemy/player_walk.png")
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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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}
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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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}
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}
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asset_manager_destroy :: proc(assets: ^Asset_Manager) {
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for clip in assets.player.clips {
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rl.UnloadTexture(clip.texture)
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