init player animation
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@@ -0,0 +1,2 @@
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- enums for other assets
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-
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+1
-1
@@ -60,7 +60,7 @@ void InitGame(GameState* g, Display *display){
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g->textures[GRASS] = LoadTexture(g->textureAssets[GRASS].path);
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g->textures[GRASS] = LoadTexture(g->textureAssets[GRASS].path);
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g->textures[HIVE] = LoadTexture(g->textureAssets[HIVE].path);
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g->textures[HIVE] = LoadTexture(g->textureAssets[HIVE].path);
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g->player = CreatePlayer(g->textures[PLAYER], g->textureAssets[PLAYER].frameWidth, 4, 5, g->hive.position, g->textureAssets[PLAYER].rotation, 50.0f);
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g->player = CreatePlayer(IDLE_DOWN, g->textures[PLAYER], g->textureAssets[PLAYER].frameWidth, 4, 5, g->hive.position, g->textureAssets[PLAYER].rotation, 50.0f);
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g->flowers = CreateFlowers(g->textures[FLOWER], g->textureAssets[FLOWER].frameWidth, g->textureAssets[FLOWER].rotation, 50.0f);
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g->flowers = CreateFlowers(g->textures[FLOWER], g->textureAssets[FLOWER].frameWidth, g->textureAssets[FLOWER].rotation, 50.0f);
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g->floor = CreateFloor(g->textures[GRASS], g->textureAssets[GRASS].frameWidth);
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g->floor = CreateFloor(g->textures[GRASS], g->textureAssets[GRASS].frameWidth);
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g->hive = CreateHive(g->textures[HIVE], g->textureAssets[HIVE].frameWidth);
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g->hive = CreateHive(g->textures[HIVE], g->textureAssets[HIVE].frameWidth);
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+2
-1
@@ -23,8 +23,9 @@ typedef struct {
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Physics physics;
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Physics physics;
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} Player;
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} Player;
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Player CreatePlayer(Texture2D texture, float frameWidth, int maxFrame, int framesSpeed, Vector2 startPosition, float rotation, float speed){
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Player CreatePlayer(PlayerState state,Texture2D texture, float frameWidth, int maxFrame, int framesSpeed, Vector2 startPosition, float rotation, float speed){
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return (Player){
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return (Player){
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.state = state,
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.sprite = {
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.sprite = {
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.texture = texture,
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.texture = texture,
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.frameSize = {frameWidth, frameWidth},
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.frameSize = {frameWidth, frameWidth},
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