big asset rework
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#ifndef GAMEASSETS_H
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#define GAMEASSETS_H
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#include "../engine/asset.h"
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////////////////////////////////////////////////////////////////////////////
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typedef enum {
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PLAYER,
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PLAYER_ACTIONS,
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TOOLS,
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FLOWER,
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BEE,
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GRASS,
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HIVE,
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TEX_COUNT
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} TextureID;
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const TextureAsset texAssets[TEX_COUNT] = {
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{"assets/SproutLandsBasic/Characters/character.png", 48.0f, 48.0f, 180.0f},
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{"assets/SproutLandsBasic/Characters/BasicCharakterActions.png", 48.0f, 48.0f, 180.0f},
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{"assets/SproutLandsBasic/Objects/tools.png", 48.0f, 16.0f, 180.0f},
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{"assets/flower.png", 16.0f, 16.0f, 45.0f},
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{"assets/character_bee.png", 16.0f, 16.0f, 0.0f},
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{"assets/grass.png", 16.0f, 16.0f, 0.0f},
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{"assets/hive.png", 32.0f, 32.0f, 0.0f}
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};
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////////////////////////////////////////////////////////////////////////////
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typedef enum {
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POST_FX,
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SHADER_COUNT
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} ShaderID;
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const ShaderAsset shaderAssets[SHADER_COUNT] = {
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{"shaders/postfx.fs"}
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};
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////////////////////////////////////////////////////////////////////////////
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typedef enum {
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BEE_AMBIENT,
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SOUNDTRACK_COUNT
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} SoundtrackID;
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const SoundtrackAsset soundtrackAssets[SOUNDTRACK_COUNT] = {
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{"assets/beez.mp3"}
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};
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////////////////////////////////////////////////////////////////////////////
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#endif // GAMEASSETS_H
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