assets: Use new terry walk assets with proper baseline
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@@ -1 +1,2 @@
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Build/
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Build/
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Nocheckin/
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+8
-7
@@ -403,8 +403,8 @@ void TELY_DLL_Init(void *user_data)
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Dqn_Slice<TELY_AssetSpriteAnimation> *anims = &game->protag_walk_sprite_anims;
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Dqn_Slice<TELY_AssetSpriteAnimation> *anims = &game->protag_walk_sprite_anims;
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Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
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Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
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Dqn_String8 sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/protagonist_walk.png", DQN_STRING_FMT(assets->textures_dir));
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Dqn_String8 sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/terry_movement.png", DQN_STRING_FMT(assets->textures_dir));
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sheet->tex_handle = platform->func_load_texture(assets, DQN_STRING8("Protagonist Walk"), sheet_path);
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sheet->tex_handle = platform->func_load_texture(assets, DQN_STRING8("Terry Movement"), sheet_path);
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sheet->sprite_count = 28;
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sheet->sprite_count = 28;
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sheet->sprites_per_row = 7;
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sheet->sprites_per_row = 7;
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sheet->sprite_size = Dqn_V2I_InitNx2(185, 170);
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sheet->sprite_size = Dqn_V2I_InitNx2(185, 170);
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@@ -419,7 +419,7 @@ void TELY_DLL_Init(void *user_data)
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// NOTE: Load the sprite meta file =========================================================
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// NOTE: Load the sprite meta file =========================================================
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{
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{
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Dqn_List<LoadedSprite> raw_sprites = Dqn_List_Init<LoadedSprite>(scratch.arena, 32);
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Dqn_List<LoadedSprite> raw_sprites = Dqn_List_Init<LoadedSprite>(scratch.arena, 32);
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Dqn_String8 sheet_meta_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/protagonist_walk.txt", DQN_STRING_FMT(assets->textures_dir));
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Dqn_String8 sheet_meta_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/terry_movement.txt", DQN_STRING_FMT(assets->textures_dir));
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Dqn_String8 sheet_meta_file = Dqn_Fs_Read(sheet_meta_path, scratch.allocator);
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Dqn_String8 sheet_meta_file = Dqn_Fs_Read(sheet_meta_path, scratch.allocator);
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Dqn_String8BinarySplitResult split = {};
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Dqn_String8BinarySplitResult split = {};
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@@ -450,10 +450,11 @@ void TELY_DLL_Init(void *user_data)
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}
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}
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TELY_AssetSpriteAnimation raw_anims[] = {
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TELY_AssetSpriteAnimation raw_anims[] = {
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// {DQN_STRING8("Walk down"), /*index*/ 0, /*count*/ 7, /*seconds_per_frame*/ 1 / 8.f},
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{DQN_STRING8("Walk down"), /*index*/ 0, /*count*/ 7, /*seconds_per_frame*/ 1 / 8.f},
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{DQN_STRING8("Walk idle"), /*index*/ 0, /*count*/ 8, /*seconds_per_frame*/ 1 / 8.f},
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{DQN_STRING8("Walk idle"), /*index*/ 7, /*count*/ 8, /*seconds_per_frame*/ 1 / 8.f},
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// {DQN_STRING8("Walk left"), /*index*/ 15, /*count*/ 7, /*seconds_per_frame*/ 1 / 8.f},
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{DQN_STRING8("Walk left"), /*index*/ 15, /*count*/ 7, /*seconds_per_frame*/ 1 / 8.f},
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// {DQN_STRING8("Walk right"), /*index*/ 22, /*count*/ 7, /*seconds_per_frame*/ 1 / 8.f},
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{DQN_STRING8("Walk right"), /*index*/ 22, /*count*/ 7, /*seconds_per_frame*/ 1 / 8.f},
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{DQN_STRING8("Walk up"), /*index*/ 29, /*count*/ 6, /*seconds_per_frame*/ 1 / 8.f},
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};
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};
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*anims = Dqn_Slice_Alloc<TELY_AssetSpriteAnimation>(&platform->arena, DQN_ARRAY_UCOUNT(raw_anims), Dqn_ZeroMem_No);
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*anims = Dqn_Slice_Alloc<TELY_AssetSpriteAnimation>(&platform->arena, DQN_ARRAY_UCOUNT(raw_anims), Dqn_ZeroMem_No);
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