Load terrain image into game
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aa8590d585
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@ -458,7 +458,17 @@ INTERNAL void parseXmlTreeToGame(AssetManager *assetManager, MemoryArena *arena,
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common_strncat(imagePath, dataDir, common_strlen(dataDir));
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common_strncat(imagePath, imageName, common_strlen(imageName));
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asset_loadTextureImage(assetManager, imagePath, texlist_claude);
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// TODO(doyle): Fixme proper loading of texture into right slot
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if (common_strcmp(imageName, "ClaudeSprite.png") == 0)
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{
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asset_loadTextureImage(assetManager, imagePath,
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texlist_claude);
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}
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else
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{
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asset_loadTextureImage(assetManager, imagePath,
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texlist_terrain);
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}
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atlasEntry->key = PLATFORM_MEM_ALLOC(
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arena, common_strlen(imageName) + 1, char);
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@ -680,6 +690,14 @@ INTERNAL void assetInit(GameState *state)
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/* Free data */
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freeXmlData(arena, xmlTokens, numTokens, xmlTree);
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platform_closeFileRead(arena, &terrainXml);
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TexAtlas *terrainAtlas = asset_getTexAtlas(assetManager, "terrain.png");
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i32 numSubTextures = 1;
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f32 duration = 1.0f;
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char *grassTerrain[1] = {"grass.png"};
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asset_addAnimation(assetManager, arena, "terrainGrass", terrainAtlas,
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grassTerrain, numSubTextures, duration);
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}
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PlatformFileRead claudeXml = {0};
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@ -821,9 +839,8 @@ INTERNAL void entityInit(GameState *state, v2 windowSize)
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CAST(f32) state->tileSize));
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world->uniqueIdAccumulator = 0;
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#if 0
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TexAtlas *const atlas =
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asset_getTextureAtlas(assetManager, world->texType);
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#if 1
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TexAtlas *const atlas = asset_getTexAtlas(assetManager, "terrain.png");
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for (i32 y = 0; y < 1; y++)
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{
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@ -844,8 +861,8 @@ INTERNAL void entityInit(GameState *state, v2 windowSize)
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Entity *tile = entity_add(arena, world, pos, size, type, dir,
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tex, collides);
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entity_addAnim(assetManager, tile, animlist_terrain);
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tile->currAnimId = animlist_terrain;
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entity_addAnim(assetManager, tile, "terrainGrass");
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entity_setActiveAnim(tile, "terrainGrass");
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}
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}
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#endif
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@ -1020,7 +1037,7 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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state->state = state_active;
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state->currWorldIndex = 0;
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state->tileSize = 64;
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state->tileSize = 70;
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state->uiState.uniqueId = 1;
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state->uiState.keyEntered = keycode_null;
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