eco2d/code/game/src/gen/texgen.c

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#include "gen/texgen.h"
#include "world/world.h"
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#include "texgen_data.c"
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#define ZPL_NANO
#include "zpl.h"
static inline
Texture2D LoadImageEco(const char *name) {
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static char filename[128];
zpl_snprintf(filename, 128, "art/gen/%s.png", name);
return LoadTexture(filename);
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}
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Texture2D texgen_build_sprite(asset_id id) {
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switch (id) {
case ASSET_DEMO_ICEMAKER: return LoadImageEco("demo_icemaker");
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// NOTE(zaklaus): blocks
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case ASSET_FENCE: return LoadImageEco("fence");
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case ASSET_GROUND: return LoadImageEco("grass");
case ASSET_DIRT: return LoadImageEco("dirt");
case ASSET_WALL: return LoadImageEco("asphalt");
case ASSET_HILL_SNOW:
case ASSET_HILL: return LoadImageEco("rock");
case ASSET_WATER: return LoadImageEco("water");
case ASSET_LAVA: return LoadImageEco("lava");
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case ASSET_WOOD: return LoadImageEco("wood");
case ASSET_TREE: return LoadImageEco("tree");
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case ASSET_BELT:
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case ASSET_BELT_RIGHT: return LoadImageEco("belt_right");
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case ASSET_BELT_LEFT: return LoadImageEco("belt_left");
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case ASSET_BELT_UP: return LoadImageEco("belt_up");
case ASSET_BELT_DOWN: return LoadImageEco("belt_down");
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default: {
Image img = GenImageColor(1, 1, RAYWHITE);
Texture2D tex = LoadTextureFromImage(img);
UnloadImage(img);
return tex;
}break;
}
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ZPL_PANIC("unreachable code");
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}