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assets.h
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assets.h
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#pragma once
#include <jo/jo.h>
#include "main.h"
// sprites Z-depth
// lower numbers are closer to the screen
// larger numbers are farther away
typedef enum _SPRITE_DEPTH
{
SCORE_Z = 480,
CRACKS_Z = 490,
TITLE_MENU_Z = 491,
TITLE_SCREEN_Z = 495,
EXPLOSION_Z = 498,
PLAYER_Z = 500,
GRID_Z = 510,
SSMTF_GRID_Z = 510,
} SPRITE_DEPTH;
// holds sprite and audio assets
typedef struct _assets
{
int randomizedColors[MAX_TEAMS]; // randomizes the order of the team colors once per boot
// title screen
int title;
int mode;
int modes[4];
int difficulty;
int difficulties[3];
int start;
// shadows
int mode_s;
int modes_s[4];
int difficulty_s;
int difficulties_s[3];
int start_s;
// grid
int closed;
int open;
// team selection
int open_select;
int mine_exploded_select;
// mouse cursors
int cursors[MAX_PLAYERS];
// screen cracks
int cracks[4];
// mine
int mine;
int mine_exploded;
int mine_first;
int mine_wrong;
int mine_wrong_ts;
// explosions
int explosions[6];
// digits
int digits[9];
// flags
int flags[MAX_TEAMS];
int flags2[MAX_TEAMS]; // flags without the cell
// score
int pause_c;
int pause_d;
int pause_p;
int pause_r;
int pause_s;
int pause_t;
//int score_digits[10];
int scores[12][10];
int horizontal_seperator;
int vertical_seperator;
// score text
int resume;
int retry;
int exit;
// team selection
int horizontal_line;
int vertical_line;
// audio assets
jo_sound crackPCM;
jo_sound explodePCM;
} ASSETS, *PASSETS;
extern ASSETS g_Assets;
// initialize polygon assets
void loadAssets(void);
//jo_palette* setGamePalette(void);