Delete old assets, remove anim update in renderer
Begin to add notion of a hitbox entity size and the rendering size. Dynamic entities such as players will have animations that should exceed the size of the actual player, we should be able to render it at the desired size even if larger than the actual size. Collision still occurs on the entity size (i.e. hitbox). Remove the notion of updating animation in the renderer, we update in WorldTraveller, removing any concept of passing a "deltatime" to the renderer. The renderer's purpose is to draw not parse animation logic.
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@@ -25,15 +25,19 @@ enum TerrainCoords
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terraincoords_count,
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};
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enum HeroCoords
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enum HeroRects
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{
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herocoords_idle,
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herocoords_walkA,
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herocoords_walkB,
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herocoords_head,
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herocoords_waveA,
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herocoords_waveB,
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herocoords_count,
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herorects_idle,
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herorects_walkA,
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herorects_walkB,
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herorects_head,
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herorects_waveA,
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herorects_waveB,
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herorects_battlePose,
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herorects_castA,
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herorects_castB,
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herorects_castC,
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herorects_count,
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};
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typedef struct TexAtlas
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@@ -30,7 +30,10 @@ enum EntityAnimId
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entityanimid_idle,
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entityanimid_walk,
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entityanimid_wave,
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entityanimid_battlePose,
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entityanimid_tackle,
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entityanimid_count,
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entityanimid_invalid,
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};
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typedef struct EntityAnim
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@@ -51,6 +51,6 @@ inline void renderer_staticString(Renderer *const renderer, Font *const font,
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}
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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f32 dt, f32 rotate, v4 color);
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v2 entityRenderSize, f32 rotate, v4 color);
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#endif
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