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raylib_reference/src/asset_manager.odin
T

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1.3 KiB
Odin

// -----------------------------------------------------------------------------
// Asset Manager
//
// Responsible for loading, owning, and unloading all game assets.
// Assets are loaded once, shared throughout the game, and released on close
// -----------------------------------------------------------------------------
package game
import rl "vendor:raylib"
Player_Assets :: struct {
clips: [Player_State]AnimationClip,
}
Asset_Manager :: struct {
player: Player_Assets,
}
asset_manager_init :: proc() -> Asset_Manager {
assets := Asset_Manager{}
init_player_assets(&assets.player.clips);
return assets
}
init_player_assets :: proc(clip_array: ^[Player_State]AnimationClip) {
idle_tex := rl.LoadTexture("assets/textures/player/player_idle.png")
walk_tex := rl.LoadTexture("assets/textures/player/player_walk.png")
clip_array[.IDLE] = AnimationClip {
texture = idle_tex, frame_count = 6, frame_width = 32, frame_height = 32, frame_time = 0.14, looping = true,
}
clip_array[.WALK] = AnimationClip {
texture = walk_tex, frame_count = 8, frame_width = 32, frame_height = 32, frame_time = 0.14, looping = true,
}
}
asset_manager_destroy :: proc(assets: ^Asset_Manager) {
for clip in assets.player.clips {
rl.UnloadTexture(clip.texture)
}
}