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Per-level custom asset loading functionality (#262)
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@@ -168,25 +168,7 @@ int main(int argc, char *argv[])
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game.init();
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game.infocus = true;
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graphics.MakeTileArray();
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graphics.MakeSpriteArray();
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graphics.maketelearray();
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graphics.images.push_back(graphics.grphx.im_image0);
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graphics.images.push_back(graphics.grphx.im_image1);
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graphics.images.push_back(graphics.grphx.im_image2);
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graphics.images.push_back(graphics.grphx.im_image3);
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graphics.images.push_back(graphics.grphx.im_image4);
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graphics.images.push_back(graphics.grphx.im_image5);
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graphics.images.push_back(graphics.grphx.im_image6);
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graphics.images.push_back(graphics.grphx.im_image7);
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graphics.images.push_back(graphics.grphx.im_image8);
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graphics.images.push_back(graphics.grphx.im_image9);
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graphics.images.push_back(graphics.grphx.im_image10);
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graphics.images.push_back(graphics.grphx.im_image11);
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graphics.images.push_back(graphics.grphx.im_image12);
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graphics.reloadresources();
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const SDL_PixelFormat* fmt = gameScreen.GetFormat();
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graphics.backBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 240, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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