refactor(levels): load assets from an asset file
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@ -17,6 +17,10 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- **levels:** use the right drawing method for debris' texture
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### Changed
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- **levels:** assets are now loaded from an asset file
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### Removed
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- **main:** All functions already provided by gamecore have been removed.
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@ -0,0 +1,30 @@
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local pigfolder = "assets/sprites/pigs/"
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return {
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["imagefonts"] = {
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{"small", "assets/fonts/small"},
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{"medium", "assets/fonts/medium"},
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},
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["sfx"] = {
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{"jump", "assets/sfx/jump.wav"},
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{"break", "assets/sfx/break.wav"},
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{"collectcoin", "assets/sfx/collectcoin.wav"},
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},
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["sprites"] = {
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{"coin", "assets/sprites/items/coin"},
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{"coin5", "assets/sprites/items/coin5"},
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{"coin10", "assets/sprites/items/coin10"},
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{"cochon", pigfolder .. "cochon"},
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{"bling-bling", pigfolder .. "bling-bling"},
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{"sparkle", "assets/sprites/gfx/sparkle"},
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{"poof", "assets/sprites/gfx/poof"},
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},
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["tilesets"] = {
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{"weapon", "assets/sprites/weapon"},
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{"block", "assets/sprites/items/block"},
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{"lifeicons", "assets/sprites/pigs/lifeicons"},
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},
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["images"] = {
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{"debris", "assets/sprites/debris.png"},
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}
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}
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@ -15,8 +15,7 @@ local leveldatas = require "datas.levels"
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function Level:new(levelID, missionID)
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self:reset()
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Level.super.new(self)
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self:loadSounds()
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self:loadSprites()
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self.assets:batchImport("scenes.levels.assets")
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previousMenu = previous
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self:loadMission(levelID, missionID)
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@ -43,37 +42,6 @@ function Level:loadMission(levelID, missionID)
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self:launchMission()
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end
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function Level:loadSounds()
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self.assets:newSFX("jump", "assets/sfx/jump.wav")
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self.assets:newSFX("break", "assets/sfx/break.wav")
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self.assets:newSFX("collectcoin", "assets/sfx/collectcoin.wav")
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end
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function Level:loadSprites()
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self.assets:addSprite("coin", "assets/sprites/items/coin")
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self.assets:addSprite("coin5", "assets/sprites/items/coin5")
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self.assets:addSprite("coin10", "assets/sprites/items/coin10")
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self.assets:addTileset("weapon", "assets/sprites/weapon")
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self.assets:addSprite("sparkle", "assets/sprites/gfx/sparkle")
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self.assets:addSprite("poof", "assets/sprites/gfx/poof")
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local pigfolder = "assets/sprites/pigs/"
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self.assets:addSprite("cochon", pigfolder .. "cochon")
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self.assets:addSprite("bling-bling", pigfolder .. "bling-bling")
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self.assets:addTileset("weapon", "assets/sprites/weapon")
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self.assets:addTileset("block", "assets/sprites/items/block")
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self.assets:addImage("debris", "assets/sprites/debris.png")
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self.assets:addTileset("lifeicons", "assets/sprites/pigs/lifeicons")
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self.assets:addImageFont("small", "assets/fonts/small", 1)
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self.assets:addImageFont("medium", "assets/fonts/medium", 1)
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end
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function Level:launchMission()
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self.playermanager = PlayerManager(self)
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--self:resetSpawnAndEntities()
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