Using the asset manager to load and store any type of assets.
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d070dc8566
commit
7dd5ea4f72
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@ -3,7 +3,7 @@
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#include "ecs.h"
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#include "transform_component.h"
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#include "texture_manager.h"
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#include "asset_manager.h"
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typedef struct sprite_component_data_t {
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transform_component_data_t *transform_component_data;
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@ -27,7 +27,7 @@ inline void sprite_component_update(component_t *component)
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inline void sprite_component_draw(component_t *component)
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{
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sprite_component_data_t *component_data = component->component_data;
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draw_texture(component_data->texture, &component_data->src_rect, &component_data->dst_rect, component_data->flip);
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asset_manager_draw_texture(component_data->texture, &component_data->src_rect, &component_data->dst_rect, component_data->flip);
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}
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inline void sprite_component_destroy(component_t *component)
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@ -37,5 +37,5 @@ inline void sprite_component_destroy(component_t *component)
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inline void sprite_component_set_texture(sprite_component_data_t *component_data, const char *name)
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{
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component_data->texture = texture_manager_get_texture(&game.texture_manager, name);
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component_data->texture = asset_manager_get_texture(&game.asset_manager, name);
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}
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@ -8,9 +8,8 @@
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void game_init(void)
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{
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display_init();
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asset_manager_init();
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texture_manager_init(&game.texture_manager);
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asset_manager_init(&game.asset_manager);
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entity_manager_init(&game.entity_manager);
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entity_t *player = create_entity(0);
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@ -69,9 +68,8 @@ void game_render(void)
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void game_exit(void)
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{
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asset_manager_exit(&game.asset_manager);
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entity_manager_clear(&game.entity_manager);
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texture_manager_clear(&game.texture_manager);
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asset_manager_exit();
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display_exit();
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}
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@ -4,7 +4,7 @@
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#include <stdbool.h>
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#include "events.h"
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#include "texture_manager.h"
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#include "asset_manager.h"
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#include "ecs.h"
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/**
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@ -19,7 +19,7 @@
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*/
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typedef struct game_t {
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events_t events;
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texture_manager_t texture_manager;
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asset_manager_t asset_manager;
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entity_manager_t entity_manager;
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bool is_running;
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