#include "gen/texgen.h" #include "world/world.h" #include "zpl.h" #include "utils/raylib_helpers.h" Texture2D texgen_build_anim(asset_id id, int64_t counter) { (void)counter; switch (id) { case ASSET_WATER: { Image img = LoadImageEco("water"); ImageColorBrightness(&img, zpl_abs((counter % 64 - 32)*2)); return Image2TexEco(img); }break; default: return GenColorEco(PINK); break; } } Texture2D texgen_build_sprite(asset_id id) { switch (id) { case ASSET_BLANK: return GenColorEco(WHITE); break; case ASSET_BUILDMODE_HIGHLIGHT: return GenColorEco(WHITE); break; // NOTE(zaklaus): items case ASSET_DEMO_ICEMAKER: return LoadTexEco("demo_icemaker"); // NOTE(zaklaus): blocks case ASSET_FENCE: return LoadTexEco("fence"); case ASSET_GROUND: return LoadTexEco("grass"); case ASSET_DIRT: return LoadTexEco("dirt"); case ASSET_WALL: return LoadTexEco("asphalt"); case ASSET_HILL_SNOW: case ASSET_HILL: return LoadTexEco("rock"); case ASSET_LAVA: return LoadTexEco("lava"); case ASSET_WOOD: return LoadTexEco("wood"); case ASSET_TREE: return LoadTexEco("tree"); // case ASSET_WATER: return LoadTexEco("water"); case ASSET_BELT: case ASSET_BELT_RIGHT: return LoadTexEco("belt_right"); case ASSET_BELT_LEFT: return LoadTexEco("belt_left"); case ASSET_BELT_UP: return LoadTexEco("belt_up"); case ASSET_BELT_DOWN: return LoadTexEco("belt_down"); // NOTE(zaklaus): devices case ASSET_CHEST: return LoadTexEco("chest"); default: return GenColorEco(PINK); break; } }