Buildings textured by material (stone, iron, wood, cloth); the heart in crystal facets
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -106,8 +106,8 @@ pub struct Gfx {
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pub gear: Texture2D, // their gear parts (see GEAR_HELMET etc.)
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pub atlas_hd: Texture2D, // the tile atlas of the high-res style, 64x64 tiles (see HD_TILES)
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pub atlas_hd2: Texture2D, // the same with 128x128 tiles (close up)
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pub materials: [Texture2D; 8], // furniture materials, high-res (see crate::props::Mat)
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pub materials_px: [Texture2D; 8], // the same for the pixel-art style (16x16)
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pub materials: [Texture2D; 9], // furniture materials, high-res (see crate::props::Mat)
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pub materials_px: [Texture2D; 9], // the same for the pixel-art style (16x16)
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pub cursors: Texture2D, // mouse pointer frames, 16x16 each (see CURSOR_*)
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pub badges: Texture2D, // achievement badges, 32x32 each (see badges.rs)
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pub font: Texture2D, // Dinowyde (glyphs of 6x8 px ordered by Unicode, see font_slot) and DINOBYTE
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@@ -354,7 +354,7 @@ macro_rules! material {
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(include_bytes!(concat!("../assets/textures/mat/", $name, "-64.png")) as &[u8], include_bytes!(concat!("../assets/textures/mat/", $name, "-16.png")) as &[u8])
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};
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}
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const MATERIALS: [(&[u8], &[u8]); 8] = [
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const MATERIALS: [(&[u8], &[u8]); 9] = [
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material!("wood"),
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material!("stone"),
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material!("iron"),
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@@ -363,6 +363,7 @@ const MATERIALS: [(&[u8], &[u8]); 8] = [
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material!("fur"),
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material!("book"),
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material!("paper"),
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material!("crystal"),
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];
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// ---- high-res tiles
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