Per-level custom asset loading functionality (#262)

This commit is contained in:
Matt Aaldenberg
2020-05-31 19:31:02 -04:00
committed by GitHub
parent cfcfccf58b
commit b217fec3aa
6 changed files with 127 additions and 20 deletions

View File

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