fp: Remove old hero loading code
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				| @ -527,44 +527,8 @@ void TELY_DLL_Init(void *user_data) | ||||
|     game->audio[FP_GameAudio_Monkey]        = platform->func_load_audio(assets, DQN_STRING8("Monkey"),                      DQN_STRING8("Data/Audio/monkey.ogg"));  | ||||
|     game->audio[FP_GameAudio_PortalDestroy] = platform->func_load_audio(assets, DQN_STRING8("Portal Destroy"),              DQN_STRING8("Data/Audio/portal_destroy.ogg"));  | ||||
| 
 | ||||
|     platform->user_data = game; | ||||
|     { | ||||
|         TELY_AssetSpriteSheet *sheet = &game->hero_sprite_sheet; | ||||
|         Dqn_ThreadScratch scratch    = Dqn_Thread_GetScratch(nullptr); | ||||
|         Dqn_String8 sheet_path       = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/adventurer-v1.5-sheet.png", DQN_STRING_FMT(assets->textures_dir)); | ||||
|         sheet->tex_handle            = platform->func_load_texture(assets, DQN_STRING8("Hero"), sheet_path); | ||||
|         sheet->sprite_count          = 109; | ||||
|         sheet->sprites_per_row       = 7; | ||||
|         sheet->sprite_size           = Dqn_V2I_InitNx2(50, 37); | ||||
| 
 | ||||
|         TELY_AssetSpriteAnimation hero_anims[] = { | ||||
|             {DQN_STRING8("Everything"),     /*index*/ 0,   /*count*/ sheet->sprite_count, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Idle"),           /*index*/ 0,   /*count*/ 3,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 4.f)}, | ||||
|             {DQN_STRING8("Run"),            /*index*/ 8,   /*count*/ 6,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 8.f)}, | ||||
|             {DQN_STRING8("Jump"),           /*index*/ 14,  /*count*/ 10,                  /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Floor slide"),    /*index*/ 24,  /*count*/ 5,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Unknown"),        /*index*/ 29,  /*count*/ 9,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Attack A"),       /*index*/ 42,  /*count*/ 7,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Attack B"),       /*index*/ 49,  /*count*/ 4,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 8.f)}, | ||||
|             {DQN_STRING8("Attack C"),       /*index*/ 53,  /*count*/ 6,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Hurt A"),         /*index*/ 59,  /*count*/ 5,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Hurt B"),         /*index*/ 64,  /*count*/ 5,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Unsheath sword"), /*index*/ 69,  /*count*/ 4,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Sheath sword"),   /*index*/ 73,  /*count*/ 4,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Air drift"),      /*index*/ 77,  /*count*/ 2,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Air drop"),       /*index*/ 79,  /*count*/ 2,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Ladder climb"),   /*index*/ 81,  /*count*/ 4,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Chi push"),       /*index*/ 85,  /*count*/ 8,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Leap slice A"),   /*index*/ 93,  /*count*/ 7,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Leap slice B"),   /*index*/ 100, /*count*/ 3,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|             {DQN_STRING8("Leap slice C"),   /*index*/ 103, /*count*/ 6,                   /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, | ||||
|         }; | ||||
| 
 | ||||
|         game->hero_sprite_anims = Dqn_Slice_Alloc<TELY_AssetSpriteAnimation>(&platform->arena, DQN_ARRAY_UCOUNT(hero_anims), Dqn_ZeroMem_No); | ||||
|         DQN_MEMCPY(game->hero_sprite_anims.data, &hero_anims, sizeof(hero_anims[0]) * DQN_ARRAY_UCOUNT(hero_anims)); | ||||
|     } | ||||
| 
 | ||||
|     // NOTE: Load sprite sheets ====================================================================
 | ||||
|     platform->user_data = game; | ||||
|     game->atlas_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("atlas")); | ||||
|     FP_PlayReset(game, platform); | ||||
| } | ||||
|  | ||||
| @ -361,8 +361,6 @@ struct FP_Game | ||||
|     TELY_AssetFontHandle                 talkco_font; | ||||
|     TELY_AssetFontHandle                 talkco_font_large; | ||||
|     TELY_AssetAudioHandle                audio[FP_GameAudio_Count]; | ||||
|     Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims; | ||||
|     TELY_AssetSpriteSheet                hero_sprite_sheet; | ||||
|     TELY_AssetSpriteSheet                atlas_sprite_sheet; | ||||
|     TELY_RFui                            rfui; | ||||
|     FP_GamePlay                          play; | ||||
|  | ||||
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