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/*
This file is part of Minitrem.
Minitrem is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
Minitrem is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Minitrem. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game.hpp"
namespace game::assets {
soldier_assets_t soldier;
spider_assets_t spider;
nest_assets_t nest;
fx_assets_t fx;
deco_assets_t deco;
render::animated_texture_t unit_selected;
render::animated_texture_t unit_selected_halo;
void load(void)
{
soldier.head_idle.load("assets/units/soldier/head_idle", 1, 1, 1);
soldier.body_idle.load("assets/units/soldier/body_idle", 2, 2, 2);
soldier.body_aiming.load("assets/units/soldier/body_aiming", 2, 2, 2);
soldier.body_firing.load("assets/units/soldier/body_firing", 2, 2, 2);
soldier.body_panic.load("assets/units/soldier/body_panic_", 2);
soldier.legs_idle.load("assets/units/soldier/legs_idle", 2, 2);
soldier.legs_walking.load("assets/units/soldier/legs_walking", 2, 2);
soldier.dead.load("assets/units/soldier/dead_", 1);
spider.idle.load("assets/units/spider/idle", 2, 2, 2);
spider.walking.load("assets/units/spider/walking", 2, 2, 2);
spider.dead.load("assets/units/spider/dead_", 1);
nest.idle.load("assets/units/nest/idle_", 5);
nest.dead.load("assets/units/nest/dead_", 1);
fx.blood.load("assets/units/blood_", 4);
deco.stone.load("assets/deco/stone_", 1);
deco.eyething.load("assets/deco/eyething_", 2);
deco.spike.load("assets/deco/spike_", 1);
deco.spike_small.load("assets/deco/spike_small_", 1);
deco.wart.load("assets/deco/wart_", 1);
unit_selected.load("assets/units/selected_", 1);
unit_selected_halo.load("assets/units/selected_halo_", 1);
world::register_tile(TILE_DIRT, 0);
render::register_tile(TILE_DIRT, "assets/tiles/dirt.png", NULL, 0.0f);
world::register_tile(TILE_DIRT_RED, 0);
render::register_tile(TILE_DIRT_RED, "assets/tiles/dirt_red.png", NULL, 0.0f);
world::register_tile(TILE_STONE, CF_SOLID);
render::register_tile(TILE_STONE, "assets/tiles/stone.png", "assets/tiles/stone_side.png", 1.0f);
world::register_tile(TILE_STONE_RED, CF_SOLID);
render::register_tile(TILE_STONE_RED, "assets/tiles/stone_red.png", "assets/tiles/stone_red_side.png", 1.4f);
world::register_tile(TILE_WATER, CF_WATER);
render::register_tile(TILE_WATER, "assets/tiles/water.png", NULL, 0.0f);
world::register_tile(TILE_GRAVEL, 0);
render::register_tile(TILE_GRAVEL, "assets/tiles/gravel.png", NULL, 0.0f);
}
} // namespace game::assets
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